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List of bugged passives

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This list aims to catalogue passives 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 passives 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.

Passives[edit section | visual editor]

Name Bugs

Aberration HunterAberration Hunter

  • Due to a coding error, Aberration Hunter does not provide advantage on attacks against Aberrations.

AblazeAblaze

  • This ability always uses the caster's Wisdom to determine the spellcasting DC, regardless of the summoner's actual spellcasting ability.

Absolute NightAbsolute Night

  • The saving throw against being BlindedBlinded is incorrectly attributed in the combat log against the attacker or the attack which was used, rather than against Absolute Night.

Absolute's BaneAbsolute's Bane

  • The Bane effect does not activate when the wearer is disguiseddisguised, even if it is noted in the passive effect UI.
  • The Bane effect's saving throw does not appear in the combat log, nor do reactions like PortentPortent Dice trigger, even though the passive effect UI indicates there is a saving throw, and the effect sometimes does not trigger (presumably because the enemy succeeds at their saving throw).
  • Though not stated as such, the passive applies BaneBane and thus does not stack with itself or other sources of Bane.

Absolute's TempestAbsolute's Tempest

ActorActor

  • The ability score increase is uncapped and can increase Charisma beyond the stated maximum of 20.
    • However, it may not stack with other capped Charisma bonuses when Charisma is above 20, see here.

Additional Spell SlotAdditional Spell Slot

  • Additional Spell Slot can grant an extra spell slot once per character per long rest, despite the Spell Slot Depleted condition on the item.
  • Additional Spell Slot can grant an extra spell slot multiple times to the same character if that spell slot is used to create a Sorcery Point.

Adrenaline RushAdrenaline Rush

  • The in-game tooltip stating that Adrenaline Rush grants 2 turns of Wrath is incorrect, it actually grants 3 turns of the condition.
  • The in-game tooltip states that Adrenaline Rush is once per turn, but it is not.

Aegis PalmsAegis Palms

  • Aegis Palms will not apply Death Ward when Revivify is cast on an already dead ally. Casting it on an ally who is downed, but not yet dead, will apply Death Ward.

Arcane BatteryArcane Battery

  • The "Long Rest" cooldown restriction on Arcane Battery is per character, rather than per item. As such, Arcane Battery can be used repeatedly by passing the weapon possessing this feature to different characters, activating it once on each.
  • The effect of Arcane Battery is consumed if active when the character casts a cantrip, despite the cantrip not being highlighted in the character's cast bar.

Arcane EchomalefactionArcane Echomalefaction

  • Arcane Echomalefaction triggers under many circumstances even though it appears it should not, due to hidden technical conditions, such as when a ranged weapon attack misses, when SanctuarySanctuary is cast near enemies, or when revealing an invisible enemy with See InvisibilitySee Invisibility.

Arcane RadianceArcane Radiance

  • Arcane Radiance inflicts Radiating OrbRadiating Orb regardless of the wearer's light level.

Arcane VehemenceArcane Vehemence

  • Arcane Vehemence triggers even if the wielder is not missing a Level 1 spell slot (or lacks any Level 1 spell slots to begin with), effectively wasting this passive until the next Short Rest.

Arcane WardArcane Ward

  • The maximum damage reduction from Arcane Ward is always 20, even for a level 11 or 12 Abjuration Wizard with 21-24 charges of Arcane Ward.
  • Despite being an Abjuration spell and consuming a spell slot, ShieldShield does not grant Arcane Ward charges.
  • CounterspellCounterspell will always restore 3 charges, even if upcast.
  • Because Arcane Ward is implemented as a condition with a duration, it counts as a condition being applied by the spell cast to charge it. This means that if Metamagic: Extended SpellMetamagic: Extended Spell – which doubles the duration of any condition applied by the spell – is used when casting an Abjuration spell, Arcane Ward's charge count will also be doubled. This doubling occurs after the cap equal to twice the wizard's class level is applied, meaning that this can be exploited to gain charges up to four times the class level.
    • For example, a Sorcerer 2/Wizard 5 with 7 charges of Arcane Ward casting BanishmentBanishment should be capped at 10 charges, but will end up with 20 charges if Extended Spell is used.
    • However, when Arcane Ward has been overcharged in this way, casting any Abjuration spell that would normally charge it without using Extended Spell will force it to be capped again at twice the wizard's class level.
    • This can be used with most limited-duration Abjuration spells, such as BanishmentBanishment, SanctuarySanctuary, or Arcane LockArcane Lock. However, Glyph of Warding: SleepGlyph of Warding: Sleep cannot be used for this purpose, as the warding trap has no duration limit (despite the tooltip describing it as a 4-turn duration).
  • There is a second bug with Metamagic: Extended SpellMetamagic: Extended Spell, which can be used to acquire infinite Arcane Ward charges, as explained in this Reddit post. To do this, an Abjuration Wizard must have at least 3 charges of Arcane Ward, then if a sorcerer casts a spell which creates a damaging surface or cloud (e.g. Chromatic Orb: FireChromatic Orb: Fire, Spike GrowthSpike Growth, or CloudkillCloudkill) and then toggles Extended Spell, if the wizard takes damage from the spell, each time they take damage, the number of charges will decrease by 1 as usual, but then double. This is because each time damage is taken, the Arcane Ward condition is reapplied with one fewer charge and the source of the condition is considered the source of the damage taken. This means that Arcane Ward becomes a condition with a duration (because its charges are represented as "turns remaining") applied by a spell cast by a sorcerer currently using Extended Spell, which causes the duration to double.
    • This bug works whether the spells are cast by the wizard themselves, multiclassed with sorcerer, or by a sorcerer party member.
    • Surfaces which cause damage immediately, such as Spike Growth, charge Arcane Ward much faster than surfaces which cause damage at the end of each turn, like a FireFire surface.
    • This doubling effect allows a wizard to amass Arcane Ward charges up to 2,147,483,647, the maximum possible value of a 32-bit signed integer, at which point it is sometimes possible to cause an integer overflowinteger overflow by exceeding 2,147,483,647 charges of Arcane Ward and end up with a negative amount of charges.
      • With negative Arcane Ward charges, the amount of charges no longer changes from taking damage, and the ward acts as though it has 1 charge, negating only 1 damage.
    • Casting an Abjuration spell will reset the ward back to its standard limit.
    • This bug does not require using surfaces or clouds. Any sorcerer who uses a damaging spell (which can be affected by Extended Spell) on an Abjuration Wizard while Extended Spell is toggled will trigger the bug, but using non-surface or cloud spells is highly inefficient, as it will quickly use up Sorcery Points.
  • When an Abjuration Wizard has zero Arcane Ward charges, many actions/abilities will restore as many charges as the character's wizard level, as seen on this Reddit post. Some examples:
  • If an Abjuration Wizard rolls an attack that is blocked by a target casting the wizard version of ShieldShield, the Abjuration Wizard attacker will lose all their Arcane Ward charges.

Arming EnhancementArming Enhancement

  • The +2 bonus to attack rolls granted by Arming Enhancement also affects attacks of the spell, unarmed, and throw variety; however, throw attacks (involving weapons with the ThrownThrown property) do not receive the +2 damage.

Artificial SightArtificial Sight

  • Artificial Sight does not provide the cone of light one would otherwise get by obtaining the Darkvision effect from a different source, such as a spell or having the passive innately through race. It also allows the wearer to see through magical darkness, despite not stating such in the description.

Aspect of the Beast: Honey BadgerAspect of the Beast: Honey Badger

  • This passive has a 55% chance to trigger, not a 50% chance as stated.

Aspect of the Beast: StallionAspect of the Beast: Stallion

  • If you have any remaining temporary hit points from a previous activation of this feature, Dashing will not replenish them back to twice your Barbarian level. You can only gain the temporary hit points again once you've lost all of them.
  • Despite the tooltip warning, the condition which grants the temporary hit points does not use the "TEMPORARY_HP" StackId and thus may be active on a character in addition to other sources of temporary hit points. In this case, the character will receive the temporary hit points from the highest source, while any lower sources will be used to replenish any lost temporary hit points from the highest source.

Aspect of the Beast: WolverineAspect of the Beast: Wolverine

  • This passive lacks the conditional check that would limit its function to actual attacks (e.g. actions that use an attack roll). As such, it will trigger on any action or effect that targets a creature. If the Barbarian themselves is BleedingBleeding or PoisonedPoisoned, self-affecting actions such as DashDash will apply the MaimedMaimed condition to them.

Athlete: Standing UpAthlete: Standing Up

  • Due to a coding error, a creature that possesses this passive and starts its turn with less than 3 m / 10 ft will consume more of its movement speed to stand up from the Prone condition than it would have if it did not possess this passive.

Aura of MurderAura of Murder

  • It is possible for the Aura of Murder effect to disappear when travelling between the Lower City and Rivington; this can be remedied by toggling the effect off and on in the passives tab of the hotbar.
  • Due to the way resistances and immunities are handled, enemies resistant to PiercingPiercing damage only have their resistance removed (instead of being made vulnerable) by Aura of Murder.

Baneful StrikeBaneful Strike

  • Baneful Strike applies a 1d4 penalty to all Saving Throws for its duration, not just the wearer's next spell.

Battle AcuityBattle Acuity

  • Battle Acuity lacks a OncePerAttack flag. As such, it may trigger multiple times per attack with spells that are considered weapon attacks and include multiple DealDamage functions, such as Booming BladeBooming Blade and the various Smite spells.

Battlemage's PowerBattlemage's Power

  • The reader is advised that Battlemage's Power appears to have some of the most complex and unintuitive behaviour in the game, making it difficult to distinguish what is actually a bug.
    • Any damage dealt while wielding a Flame Blade in the main hand triggers Battlemage's Power. The damage can be from any source such as weapon attacks, spell damage (including each dart from Magic MissileMagic Missile), or even damage from status effects like BurningBurning. Battlemage's Power does not trigger if the conjured weapons are in the off-hand, even if attacking with the conjured weapon. This effect also used to work while wielding a Shadow Blade in the main hand, but this was removed in a hotfix after Patch 8.
    • Battlemage's Power does not function with the Mephistopheles Tiefling version of Flame Blade, as this version has a different condition applied to it which is not listed in the ArcaneAcuityGlovesCondition() .khn script.
    • ThrowingThrowing Healing Potions and Grenades triggers Battlemage's Power, even without hitting any target.
    • Reaction Smites provide acuity if and only if the triggering attack provided acuity. If the source attack does trigger Battlemage's Power, reaction smite triggers them a second time, for a total of +4 Acuity.
    • All of the following provide Acuity:
      • Persistent AoE spell effects like CloudkillCloudkill and Wall of FireWall of Fire
      • Every status in the game which deals damage attributed to the wearer triggers Battlemage's Power. For example, BurningBurning and ElectrocutedElectrocuted.
      • Fall damage caused by the wearer
      • Some miscellaneous effects like the Holy Lance Helm
    • Retaliation effects such as Armour of AgathysArmour of Agathys and Shield of Scorching Reprisal do not trigger Battlemage's Power.
    • Battlemage's Power is meant to have a OncePerAttack restriction, meaning they should only provide Acuity once per damaging event. However, the OncePerAttack limit gets reset every time the player character performs any effect which targets any in-game entity, whether that entity is an enemy, an ally, or the wearer themself.
      • This includes regular attacks as well as self-target abilities like Dash and Rage.
      • This also includes effects the game considers an "attack" (due to underlying code) such as: using the Perform action (including in combat), speaking with the Sentient Amulet (including in combat), targeting someone with the ability check version of Bend LuckBend Luck, and provoking an attack of opportunity (though if the wearer takes damage from it, they lose 2 Acuity).
    • Explosions also reset the gloves' once per attack limit. This includes the AOE "explosions" from Hamarhraft and Luminous Armour as well as grenades like Alchemist's Fire and Caustic Bulb.

Blessed HealerBlessed Healer

  • (As of Hotfix #11, possible Bug) Blessed Healer seems to activate on much more sources of Healing than the tooltip indicates:
    • Healing Spells of Level 1 and higher that target only the user will trigger both Disciple of LifeDisciple of Life and Blessed Healer (for a total of 4 + 2 * Spell Level).
    • Healing magic that does not have a level (such as the Channel Divinity Preserve LifePreserve Life, the cantrip Selûne's DreamSelûne's Dream and the Paladin class action Lay on HandsLay on Hands) is treated as level 0, and the caster restores 2 HP to themselves.
    • Healing potions (of all strengths) are treated as level 1 (whether consumed or thrown), and the caster restores an additional 3 HP to themselves.

Blind ImmunityBlind Immunity

  • Despite not stating such in the description, Blind Immunity also allows the wearer to see through magical darkness.

Blood-Curdling EmissionBlood-Curdling Emission

Bolstering SmiteBolstering Smite

  • Bolstering Smite does not function with Thunderous SmiteThunderous Smite or Staggering SmiteStaggering Smite.
  • Any application of FrightenedFrightened by the wearer triggers Bolstering Smite.
  • Though not stated in the description, the temporary hit points only last for two turns.
    • The temporary hit points only have a StackPriority of 1, and as such are overridden by any other source of temporary hit points which have a StackPriority of 1 or higher, even if the new source is of a lesser value.

Born into DarknessBorn into Darkness

  • Despite the description, this passive also includes code which allows affected characters to ignore the effects of FogFog as well as any condition in the BlindedBlinded status group.

Breezeswift SpeedBreezeswift Speed

  • Breezeswift Speed provides Swift as WindSwift as Wind, which is only removed when making a weapon attack, as opposed to the next attack roll.
    • Breezeswift Speed states it affects the next "Attack Roll", while Swift As Wind states it affects the next "weapon attack".
  • While active, Swift As Wind affects all attack rolls but only increases weapon damage.

Callous GlowCallous Glow

  • The ingame tooltip does not specify the damage type, but it is RadiantRadiant.

Caustic StrikesCaustic Strikes

  • This feature triggers even on a miss, dealing damage and potentially ParalysingParalysing the target.

Cheeky TippleCheeky Tipple

  • Consuming Alcohol will place the Ki Point recovery feature on cooldown for the remainder of the day even if no Ki Points were recovered due to the Monk not having spent any yet.

Chilling CounterChilling Counter

  • The in-game description for Chilling Counter says there is a DC 13 Constitution saving throwConstitution saving throw, but in fact there is no saving throw to avoid the effect. Chilled will be applied on every single missed attack.

Coldbrim ChillColdbrim Chill

  • Coldbrim Chill triggers under many circumstances even though it appears it should not, due to hidden technical conditions, such as when a ranged weapon attack misses, when SanctuarySanctuary is cast near enemies, or when revealing an invisible enemy with See InvisibilitySee Invisibility.

Companion's BondCompanion's Bond

  • The in-game description says that the bonus scales with "your" (i.e. the Beast Master's) proficiency bonus, but in fact it uses the companion's proficiency bonus. This means the bonus will not increase to +4 until the final level 11 upgrade to your animal companion rather than at character level 9.
  • Prior to the level 5 upgrade, animal companions will incorrectly have a proficiency bonus of 0 instead of +2. After the level 5 upgrade, the proficiency bonus will correctly increase to +3. Effectively, this means that at level 5, your animal companions will also receive an increase to their attack rolls equal to their proficiency bonus, but this is not actually part of this feature, merely a consequence of bugged proficiency bonus progression.

Consumed Shadow WeaveConsumed Shadow Weave

CountershockCountershock

  • Countershock displays a saving throw in the combat log even when the wearer is without Lightning Charges, but ShockedShocked is not applied in this case.

Craterous WoundsCraterous Wounds

  • Craterous Wounds actually deals an additional 2d6ForceForce damage, as the damage is doubled due to being a critical hit.
    • When damage is added to a spell or unarmed attack, it is not listed as Craterous Wounds in the combat log.
  • ThrowThrow with a weapon with the ThrownThrown property activates Craterous Wounds an additional time.

Crushing BlowsCrushing Blows

Damp AegisDamp Aegis

  • The description on Water Layer Protection incorrectly uses the same description as WetWet, despite the two conditions having different effects.

Dark One's BlessingDark One's Blessing

  • The temporary hit points lack a StackPriority and as such are overridden by any other source of temporary hit points, even if the new source is of a lesser value such as from Well-Liked and Well-Fortified.

Darkveil PrecisionDarkveil Precision

Dazing SmiteDazing Smite

Dextrous EvasionDextrous Evasion

  • The description for Dextrous Evasion in-game is incorrect. It states "When you make" instead of "When you fail" a Dexterity saving throw.

Divine AllegianceDivine Allegiance

Dolor AmarusDolor Amarus

  • Despite the description, Dolor Amarus does not deal an additional 7 damage on unarmed attack critical hits (including ThrowThrow attacks).

Dread AmbusherDread Ambusher

  • The increased movement distance is tied to the extra weapon attack. Once the extra attack has been made, any unused bonus movement is immediately lost.

Dread Iron AmbushDread Iron Ambush

  • Dread Iron Ambush affects all weapon attacks while equipped, not just the weapon with the passive feature.
  • The Lethal Concealment condition granted by Dread Iron Ambush remains even when the dagger is unequipped.

Dreadful HewerDreadful Hewer

DuellingDuelling

  • A thrown duelling weapon will not receive any additional damage unless it possesses the ThrownThrown weapon property.

Duergar ResilienceDuergar Resilience

Eight Legged WaltzEight Legged Waltz

  • This passive has no effect at all.

Eldritch StrikeEldritch Strike

  • Despite the description stating it affects the "next spell", this condition affects all saving throws caused by the Eldritch Knight until it expires. This applies also to non-spell sources such as weapon actions, weapon passives like Blood-Curdling Emission, illithid powers, etc.

Elemental ResonanceElemental Resonance

  • The resistance effect from Elemental Resonance overwrites and replaces any existing elixir effect on the character due to having the same stack ID.

Ever VigilantEver Vigilant

  • Unlike other temporary hit points, the temporary HP granted by Ever Vigilant disappears at the end of combat. This limitation is not stated in the description.

ExecutionerExecutioner

  • Despite the tooltip suggesting otherwise, Executioner only applies to weapon attack rolls.
  • When using weapon specific abilities that impose a saving throw such as Pushing Attack (Melee)Pushing Attack (Melee) and LacerateLacerate, Executioner attempts to apply its 'Natural 20' effect to the enemy's saving throw as well as the character's attack. This creates a risk of wasting the ExecutionerExecutioner condition to help the enemy.
  • If the Executioner reaction is set to 'Automatic': the game forces the character's attack roll to a 20 (a Critical Hit) but also forces the target’s Saving Throw to a 20. This grants the enemy a high probability of resisting the secondary effect (e.g., they take the damage but are not pushed).
    • If the Executioner reaction is set to 'Ask': The game triggers two separate prompts:
      • First Prompt: asks to turn the character's attack roll into a 20. (Recommend: Yes)
      • Second Prompt: asks to turn the enemy's Saving Throw into a 20. (Recommend: No)
        • If the character accepts the second prompt, the ExecutionerExecutioner condition is consumed, and the enemy receives a large bonus to their save.
    • Note: While Saving Throws do not technically 'critically succeed' on a 20, the high roll often results in the enemy resisting the effect.
  • Wasted Charges: due to a scripting error, ExecutionerExecutioner fails to check if the attacking character has already rolled a Natural 20 normally. If the character lands a critical hit on their own, the reaction can still trigger (and be consumed) if they either accept the reaction prompt or have it set to 'Automatic'.

Exotic MaterialExotic Material

  • Exotic Material does not work if either the Medium Armour Master or Magic Initiate: Cleric feat is gained. The Magic Initiate: Cleric feat has an unlisted effect that increases the maximum AC bonus from Dexterity while wearing Medium Armour from +2 to +3.

Expert DivinationExpert Divination

  • Prophecy: Delivering AlmsProphecy: Delivering Alms can never be completed because it references a passive which does not exist in the game code.
  • Divination Wizards can only have one die per value, yet the game only ensures unique values for Portent dice granted after long rests. This means a fulfilled Prophecy (achieved outside of resting) might result in no extra die if the Wizard already has a die with the same value. For example, a Wizard with 2 Portent dice has a 10% chance of not getting a new die, while a Wizard with a single die has a 5% chance.
  • Casting area spells while not in turn-based mode can make Prophecies activated by dealing some typed damage to trigger multiple times, resulting in multiple new Portent dice, often overcoming the limit of 3. Example: Casting a FireballFireball with Lightning ChargesLightning Charges against a group of 5 enemies before joining combat under both Prophecy: Burn After ReadingProphecy: Burn After Reading and Prophecy: Shocking RevelationProphecy: Shocking Revelation results in up to 10 new Portent dice for the Divination Wizard, as both prophecies will be triggered once per enemy.

Fancy FootworkFancy Footwork

  • Enemies with the War CasterWar Caster or Polearm MasterPolearm Master feats still take Opportunity Attacks when otherwise affected by this feature.
  • Due to a hidden technical condition that is applied to the target, this passive triggers effects such as Coldbrim Chill from Coldbrim Hat.

Favourable BeginningsFavourable Beginnings

  • Contrary to the description, only Deception and Persuasion receive ability check bonuses.
  • Due to a hidden technical condition that is applied to the target, this passive triggers effects such as Coldbrim Chill from Coldbrim Hat.

Fervent FlamesFervent Flames

  • The fire damage from the Heat condition applied by Fervent Flames will retrigger Fervent Flames, which will then add more turns of Heat.

Fiendish FireFiendish Fire

  • While the Fiendish Fire saving throw triggers on all damage dealt by the wielder (including spells and other weapons), the effect is only actually applied if the damage originates from this specific weapon. If the target fails the save against a spell or a different melee attack, the status effect will not be inflicted.

Fiery ReturnFiery Return

Fire AcuityFire Acuity

  • Fire Acuity only functions once per attack, despite the in-game tooltip stating "whenever" you deal fire damage.

First BloodFirst Blood

Flaming ShroudFlaming Shroud

  • Despite the tooltip stating that an attacker receives BurningBurning upon damaging the wearer, Flaming Shroud requires failing a DC 12 Dexterity saving throwDexterity saving throw before Burning is applied.
    • The required saving throw is attributed to the wearer of the cloak, rather than the attacker, making successful application at higher levels less likely.
    • Though Flaming Shroud states an attacker must be within 2 m / 7 ft, it only triggers on a melee attack.

Flying StrikeFlying Strike

FreecastFreecast

  • When fast traveling between areas that require a loading screen (such as between Act 1 and Act 2, or between the Lower City and Rivington), Freecast and many other abilities have their cooldowns reset.
    • This allows for multiple Freecast uses in a day, which can be quite useful for buffs or summons requiring high level spell slots such as Heroes' FeastHeroes' Feast, Planar AllyPlanar Ally, and more.
  • Freecast can be easily reset by having another character apply a condition (such as GuidanceGuidance or Aura of ProtectionAura of Protection) on the character seeking to (re)use Freecast.
  • Freecast becomes disabled when equipping or unequipping a weapon from the ranged weapon slot. It can be re-enabled by re-equipping a melee weapon.

Fury In The MarrowFury In The Marrow

  • Hostile creatures that succeed on a Wisdom saving throw against Fury In The Marrow receive no damage instead of half damage.

Fury of the SmallFury of the Small

  • Contrary to the description, this feature is not reset upon the goblin leaving combat and is instead only usable once per long rest.

Genial StriderGenial Strider

GodswillGodswill

  • Contrary to the in-game description, the additional Channel Divinity Charge granted by Godswill restores on a short rest. However if the extra charge is expended, and then the amulet is unequipped, the extra charge does not reappear if it is re-equipped before a long rest, and at this point cannot be restored with a short rest.

Grave MagicGrave Magic

  • Due to an incorrectly used DamageBonus function, the bonus damage can never critically hit even if the spell's attack roll does.

Great Weapon FightingGreat Weapon Fighting

  • While a two-handed melee weapon is equipped and the melee weapon slot is active, this passive also triggers damage rerolls on all ThrowThrow attacks using weapons with the ThrownThrown property that are not equipped (i.e., in the character's inventory, in a container, or on the ground).

Great Weapon Master: All InGreat Weapon Master: All In

  • When toggled on, Great Weapon Master reduces Attack Rolls for all melee weapon attacks. However, it also applies to weapon actions from Two-Handed and Versatile (no shield) weapons that deal a fixed 1d4 damage.
    • These specific 1d4 weapon actions suffer the accuracy penalty without gaining the damage bonus.

Grievous RetributionGrievous Retribution

  • The in game tooltip incorrectly states Grievous Retribution grants 1 turn of Wrath; it actually grants 2 turns of the condition.

GritGrit

  • Rather than only replenishing once per turn, Grit also activates in each instance upon which the wearer's hit total points are reduced to 50% or lower. Thus, it is possible for the wearer to gain multiple additional bonus actions in a turn by being healed above and then reduced again to 50% or less Hit Points.

Heart of the StormHeart of the Storm

  • Despite its tooltip stating otherwise, Heart of the Storm also activates on cantrips and spells that are flagged as Lightning/Thunder-type but do not deal damage.

HellstalkerHellstalker

  • The saving throw for Hellstalker generally does not show in the combat log.

Helm's ProtectionHelm's Protection

  • Although otherwise implied by the in-game description, the Resistance applied by Helm's Protection is from the standard form of Blade WardBlade Ward; it applies to any source of BludgeoningBludgeoning, PiercingPiercing, and SlashingSlashing damage, not just from weapons.

Homing WeaponHoming Weapon

  • Once a weapon with the Homing Weapon passive is dropped, this passive will not show if the weapon is examined while it is on the ground. Aditionally, when a dropped weapon with this passive is subsequently picked up and thrown (regardless of which character throws it) it will return to the Main Hand (melee) of the character who initially dropped the item.

Hunter's EyeHunter's Eye

  • Hunter's Eye requires the wearer to be the source of the mentioned conditions on the target; it does not provide an attack roll bonus if another character is the source of the conditions.

Ichorous CorrosionIchorous Corrosion

  • Despite the description stating it affects targets, Ichorous Corrosion only applies once per turn and thus only affects one target.
    • It also does not mention that it only has a chance to apply Noxious Fumes.

Illithid PersuasionIllithid Persuasion

  • A bug may occur where one may receive the "True Soul" tag early - on the 4th use.

Immutable FormImmutable Form

Impulse BlastImpulse Blast

  • Despite stating that it triggers on killing blows and critical hits, Impulse Blast also has a hidden DC 14 Dexterity Saving ThrowDC 14 Dexterity Saving Throw.

IndomitableIndomitable

Infernal AcuityInfernal Acuity

  • The Infernal Acuity passive grants the wearer +1 all attack rolls.

Infernal SightInfernal Sight

Infernal WeaponInfernal Weapon

  • The roll for the PoisonedPoisoned saving throw is not shown in the combat log for either a successful or failed save. Because it has a low DC 12 Constitution saving throwConstitution saving throw, this can give the impression that the poison effect does not work at all.

InfestedInfested

  • Due to a coding error, Infested displays a saving throw made by the ettercap in the combat log when attacked.

Interplanar SlayerInterplanar Slayer

  • Interplanar Slayer does not add the 1d4 bonus to attack rolls, though the damage bonus does apply to attacks made only with this weapon.

IronvineIronvine

  • Ironvine activates on any attack, not just melee attacks.

Keeper of the VeilKeeper of the Veil

  • Despite the tooltip stating otherwise, Protection from Evil and Good does not cost a level 1 spell slot.

Last StandLast Stand

  • Last Stand only applies 1 turn of Wrath.

Lathander's BlessingLathander's Blessing

  • Lathander's Blessing does not heal allies of the wielder, but rather only active party members nearby.
    • Due to the way the heal is coded, the attacker who triggered Lathander's Blessing is considered to be the source of the healing. As a result, the healing will not trigger on-heal effects such as Blessed Mercy from The Whispering Promise when equipped by the wielder.
  • Due to an incorrectly set TargetConditions field, the additional 1d6hit pointshit points affects the wielder in addition to the 2d6hit pointshit points.
  • Due to a timing limitation caused by the method in which healing is applied, the wielder may not always receive all of the healing they are stated to have received in the combat log; they often receive only 1hit pointshit points (from being stabilized) or 1d6hit pointshit points, rather than the stated 1d6+2d6hit pointshit points. It is also possible for the wielder to receive healing, yet still remain dead, showing their lootable corpse with remaining hitpoints.
  • Due to a missing technical condition (MAG_LATHANDERS_TRACKER) resulting from The Blood of Lathander being spawned in-game via a "Local Item", this passive's "Once per Long Rest" cooldown only refreshes for the wielder during a Long Rest. Equipping the weapon on another character that did not wield the weapon during a Long Rest does not allow this passive to trigger. Additionally, Lathander's Blessing is not reset when consuming a Potion of Angelic Slumber or when affected by Divine Intervention: Opulent RevivalDivine Intervention: Opulent Revival.

Leap to Your FeetLeap to Your Feet

  • Due to a coding error, a creature that possesses this passive and starts its turn with less than 3 m / 10 ft will consume more of its movement speed to stand up from the Prone condition than it would have if it did not possess this passive.

Legendary Action: Beguiling RebukeLegendary Action: Beguiling Rebuke

Legendary Action: Ocular NightmareLegendary Action: Ocular Nightmare

  • Paranoid Dream increases if the SpectatorSpectator is targeted with Mage ArmourMage Armour cast by one of the formerly petrified Drow.

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