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.
The saving throw against being Blinded is incorrectly attributed in the combat log against the attacker or the attack which was used, rather than against Absolute Night.
The Bane effect does not activate when the wearer is disguised, 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 Portent 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 Bane and thus does not stack with itself or other sources of Bane.
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.
The version of Death Ward granted by Aegis Palms uniquely is not lost upon being triggered. There is no limit to the number of times it can be triggered during its 2 turn duration.
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 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 Sanctuary is cast near enemies, or when revealing an invisible enemy with See Invisibility.
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.
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, Shield does not grant Arcane Ward charges.
Counterspell 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 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 Banishment 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 Banishment, Sanctuary, or Arcane Lock. However, Glyph 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 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: Fire, Spike Growth, or Cloudkill) 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 Fire 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 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:
Equipping some equipment that applies conditions, e.g. Shar's Spear of Evening or Nyrulna. This includes automatically re-equipping these weapons after throwing them.
Some class abilities, e.g. Barbarian's Rage, Eldritch Knight's War Magic, or War Cleric's War Priest.
If an Abjuration Wizard rolls an attack that is blocked by a target casting the wizard version of Shield, the Abjuration Wizard attacker will lose all their Arcane Ward charges.
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 Thrown property) do not receive the +2 damage.
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.
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.
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 Bleeding or Poisoned, self-affecting actions such as Dash will apply the Maimed condition to them.
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.
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 Piercing damage only have their resistance removed (instead of being made vulnerable) by Aura of Murder.
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 Blade and the various Smite spells.
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 Missile), or even damage from status effects like Burning. 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.
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.
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 Luck, and provoking an attack of opportunity (though if the wearer takes damage from it, they lose 2 Acuity).
(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 Lifeand Blessed Healer (for a total of 4 + 2 * Spell Level).
Any application of Frightened 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.
Despite the description, this passive also includes code which allows affected characters to ignore the effects of Fog as well as any condition in the Blinded status group.
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.
The in-game description for Chilling Counter says there is a DC 13 Constitutionsaving throw, but in fact there is no saving throw to avoid the effect. Chilled will be applied on every single missed attack.
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 Sanctuary is cast near enemies, or when revealing an invisible enemy with See Invisibility.
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.
Craterous Wounds actually deals an additional 2d6Force 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.
Throw with a weapon with the Thrown property activates Craterous Wounds an additional time.
Elemental Cleaver or Throwing: Lightning Damage activates Craterous Wounds an additional time. When combined, it results in Craterous Wounds activating three times on a critical hit Throw attack.
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 Precision is not automatically applied to the wielder when first equipped while already Lightly Obscured or Heavily Obscured. The wielder must first either move to Clear Area and back, or Hide.
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.
Despite misleading tooltips, Dreadful Hewer provides Disadvantage on target's Saving Throws for many effects applying Fearful or Frightened conditions.
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.
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.
If a companion uses Dash (bonus action) first then that companion will not be able to use (the standard version of) Dash after. However, if a companion uses Dash first then they will be able to use Dash (bonus action) after. This is because companions use a version of Dash unique to NPCs (Shout_Dash_NPC) which is unusable when the creature is already affected by the Dash condition.
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) and Lacerate, 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 Executioner 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 Executioner 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, Executioner 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 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.
Prophecy: 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 Fireball with Lightning Charges against a group of 5 enemies before joining combat under both Prophecy: Burn After Reading and Prophecy: Shocking Revelation results in up to 10 new Portent dice for the Divination Wizard, as both prophecies will be triggered once per enemy.
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.
If Fiery Return is triggered with a Bonus Action (for example, with Metamagic: Quickened Spell), the extra bonus action granted by this passive is wasted and consumed immediately.
Hellcrawler, a class action granted by the Helldusk Boots, triggers Fiery Return, essentially negating the bonus action cost.
Despite the tooltip stating that an attacker receives Burning upon damaging the wearer, Flaming Shroud requires failing a DC 12 Dexteritysaving 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.
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' Feast, Planar Ally, and more.
Freecast can be easily reset by having another character apply a condition (such as Guidance or Aura 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.
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.
While a two-handed melee weapon is equipped and the melee weapon slot is active, this passive also triggers damage rerolls on all Throw attacks using weapons with the Thrown property that are not equipped (i.e., in the character's inventory, in a container, or on the ground).
When toggled on, Great Weapon Master reduces Attack Rolls for 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 and gain the damage bonus despite the weapon action tooltips not displaying the additional damage.
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.
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.
Although otherwise implied by the in-game description, the Resistance applied by Helm's Protection is from the standard form of Blade Ward; it applies to any source of Bludgeoning, Piercing, and Slashing damage, not just from weapons.
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 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.
Infernal Sight does not see through magical darkness and does not provide the cone of light that is otherwise present with the Darkvision effect from a different source, such as the Darkvision spell, an Elixir of Darkvision, or from having the Darkvision passive innately via race.
The roll for the Poisoned saving throw is not shown in the combat log for either a successful or failed save. Because it has a low DC 12 Constitutionsaving throw, this can give the impression that the poison effect does not work at all.
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 points affects the wielder in addition to the 2d6hit 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 points (from being stabilized) or 1d6hit points, rather than the stated 1d6+2d6hit 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 Revival.
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.
The required saving throw for Lesser Infernal Retribution is attributed in the combat log to the wearer of the armour, rather than the attacker, but is correctly rolled by the attacker.
Though Lesser Infernal Retribution states an attacker must be within 2 m (7 ft), it actually only triggers on a melee attack.
The effect of this passive is consumed if active when the character casts a cantrip from the Necromancy school, despite the cantrip not being highlighted in the character's cast bar.
The temporary hit points only have a StackPriority of 1, and as such are overridden by any other source of temporary hit points that have a StackPriority of 1 or higher, even if the new source is of a lesser value.
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.
Due to the way this passive's reaction is coded'"`UNIQ--ref-00000606-QINU`"', it triggers on attacks that are not natural 20 rolls but are already critical hits due to Critical Hit Threshold Reductions.
Due to the way this passive is granted, it defaults to "off" and cannot be toggled "on" the very first time it is acquired until after the character has first made an ability check, has used a reaction, has used a short rest, or has taken a long rest.
Lunar Protection granted by Lunar Bestial Fortitude incorrectly states it provides a +1d4 bonus to Armour Class; it is a flat +2 bonus.
Lunar Protection persists on the character after unequipping Armour of Moonbasking while affected by Starry Form.
When affected by a Starry Form, the bonus AC is applied a second time, resulting in a total AC bonus of 4.
Switching Starry Forms with Twinkling Constellations, or dismissing a disguise from Disguise Self while affected by a Starry Form, removes the temporary hit points from Lunar Vitality. The AC and saving throw bonus from Lunar Protection remains.
Due to a coding error, the 3d4 extra damage from this feature is not magical despite the description saying it is.
The 3d4 extra damage applies to all melee attack rolls instead of just weapon attacks, and it will trigger twice if dual-wielded. Most damage riders also stack with each instance of this damage.
This feat has an unlisted effect that increases the maximum AC bonus from Dexterity while wearing Medium Armour from +2 to +3. This effect is equivalent to the Medium Armour Master feat. Also like that feat, this effect will break the Exotic Material feature of certain Medium Armours.
When provided by this feat, Shield uses spell slots like an ordinary spell without a once-per-long-rest restriction. However this also means that it cannot be used at all by a character with no spell slots.
When provided by this feat, Shield uses spell slots like an ordinary spell without a once-per-long-rest restriction. However this also means that it cannot be used at all by a character with no spell slots.
Due to faulty exclusionary check within the HasEnemyWithinRange() conditional script, Martial Bravery still functions with nearby unconscious and incapacitated enemies as long as there is at least one conscious enemy nearby (alive and not incapacitated).
Despite the description, two or more enemies must be within 3 m / 10 ft of the target, not the wearer of the circlet. This means the wearer does not need to be "surrounded" at all; they need enemies near the target of their attack.
Due to the lack of a TargetRadius check for projectile spells, Twinned Spell is compatible with the ranged version of certain spells while also being incompatible with the melee version. An example of this is Ensnaring Strike.
Due to a coding error, this passive will not correctly apply Invisibility on He Who Was and will interrupt multi-hit attacks. Additionally, this passive is supposed to cost He Who Was a reaction point to trigger, but costs the attacker the reaction point instead.
Specifically, it is possible to lose the regular Bless condition (due to the caster losing concentration) while retaining the Mystra's Blessing condition. In this case, the creature is left with a 1d4 bonus to spell attack rolls, but loses the other 1d4 bonuses, despite the tooltip of the condition claiming otherwise.
Mystra's Blessing is only applied when Bless is cast using a level 1 or level 2 spell slot, in addition to the once-per-day version granted by the staff itself.
Portent does not trigger in the following situations:
An ally's attack misses due to rolling a natural 1 but the (modified) roll meets or exceeds the target's AC
An ally's attack misses and the Portent roll, if used, would be under the target's AC yet would critically hit due to an expanded critical threshold (for Portent Dice below 20)
An enemy critically hits but the roll is under the target's AC
Portent sometimes triggers unnecessarily due to misinterpreting critical hits or misses as non-critical, or wrongly assuming Portent Dice of 1 or 20 automatically fail or succeed a saving throw.
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 breaks the regular limits of Divination Wizard abilities:
The same Portent die can be used against all enemies. Casting crowd-control spells like Hypnotic Pattern before joining combat can easily result in all enemies disabled by forcing a fail on their saving throw by spending a single Portent die.
Prophecies activated by dealing some typed damage can be triggered multiple times, resulting in multiple new Portent dice, often overcoming the limit of 3. Example: Casting a Fireball with Lightning Charges against a group of 5 enemies before joining combat under both Prophecy: Burn After Reading and Prophecy: Shocking Revelation results in up to 10 new Portent dice for the Divination Wizard, as both prophecies will be triggered once per enemy.
The weapon tooltip incorrectly lists two entries of +1d4Piercing, with one also stating (Conditional). This is merely a UI bug, and the weapon will correctly deal 1d4Piercing additional damage.
This passive is not correctly removed from characters upon respec, and will continue to display permanently in a character's "Notable Features" section even when no longer specced as a Ranger.
In Honour mode, once the wielder has 50% hit points or less, the weapon tooltip incorrectly lists two entries of +1d4Slashing, with one also stating (Conditional). This is merely a UI bug, and the weapon will correctly deal 1d4Slashing additional damage.
For unknown reasons, Reliable Talent is known to fail when rolling a religion check for the Mirror of Loss, failing to function for every other character or so.[verify]
Due to a conditional requirement check bug, Jump (Running) may appear to be usable on the character's hotbar (and is even selectable/targetable) on the next turn immediately following a turn in which it was used, but cannot be used until the character uses a Dash action again.
The in-game description says the target has a DC 13 Constitutionsaving throw to avoid the Ruptured effect. However, this is not true and the condition is always applied.
Although Selûne's Protection should be activated by Lunar Bulwark, it is not; the wearer must instead have the regular version of Mage Armour cast on them for its radiant damage to function.
Additionally, although the tooltip mentions saving throws without any additional qualifiers, this does not work for saving throws rolled against non-spell effects like weapon actions. As mentioned in the summary on this page, only successful saves against spells trigger the radiant damage.
If a wearer of this item casts Warding Bond on an ally while Sharran Retribution is active, taking damage may trigger an infinite necrotic damage loop. This loop continues until either the ally or the caster dies; however, if both characters have enough Hit Points to survive the cycle for an extended period, the game will likely freeze or crash.
Sharpened Snare does not affect Nature's Snare and Entangle when trying to apply them for the first time. It affects when the target tries to shake off their effects.
The in-game tooltip for Shocking Sting says it has chance to apply Shocked, but the condition actually applied is the similar but less potent Shocking Grasp.
There is a saving throw for the Shocking Grasp condition, but the combat log does not show it.
This passive contains code which reduces movement speed by 1.5 m (5 ft). As NPC Gnomes, via their base character stats, already have a set movement speed of 7.5 m (25 ft), this further reduces their movement speed down to 6 m (20 ft).
The temporary hit points only have a StackPriority of 1, and as such are overridden by any other source of temporary hit points that have a StackPriority of 1 or higher, even if the new source is of a lesser value.
Due to the way the bonus damage is applied to attacks against Fiends and Undead, the bonus damage can never critically hit even if the attack itself does.
Due to the way the bonus damage is applied to attacks against Fiends and Undead, the bonus damage can never critically hit even if the attack itself does.
The in-game description for this passive is copied from Slayer's Improved Extra Attack and states that it grants two additional attacks, but it actually only grants one.
Slow Fall toggles off upon losing a Reaction for any reason and the toggle button is disabled while a reaction is unavailable.
If Slow Fall triggers in real-time mode, it does not consume a reaction and therefore does not toggle off at that moment, but it nonetheless does not trigger again until retoggled.
It states it requires an 'unarmed hit' while the Grasp Essence condition states "hit a creature with an unarmed attack". Functionally, any damaging unarmed attack will trigger the effect, even against world items.
It states the wielder regains 10Hit Points, but instead it grants an ability that, when used, provides the healing.
It states the wielder may gain Advantage on Attack Rolls and Saving Throws until the end of their next turn, while the Grasp Essence condition states the wielder may gain Advantage on Attack Rolls or Saving Throws before the end of their next turn.
Advantage is not actually gained, but rather an Interrupt is granted that provides the wielder with a choice of either adding a +5 bonus to a single attack roll or to a single saving throw, at which time the Grasp Essence condition is removed.
Due to a coding error, Grasp Essence is removed from the wielder if they take damage and do not have any temporary HP.
Spell Amplification can grant an extra spell slot once per character per long rest, despite the Spell Slot Depleted condition on the item.
A level 1 spell upcast to consume a level 2 spell slot does not "deplete" this passive, allowing it to be unequipped and re-equipped for a new free level 2 spell slot repeatedly.
The Spellmight passive will add its damage bonus to any melee weapon attack that counts as a spell (all smite spells except Divine Smite) yet not apply the -5 to hit penalty.
The temporary hit points are actually based on the Charisma modifiers of the characters receiving them, not the character delivering the killing blow with this sword. The minimum of 1 still applies.
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.
Sunwalker's Gift does not provide the cone of light that is otherwise granted by the Darkvision effect from a different source, such as the Darkvision spell, the Elixir of Darkvision, or the Darkvision racial passive.
The passive vision cone from Superior Darkvision is non-functional for Duergar. They possess both the 'Darkvision' and 'Superior Darkvision' passives, and because of how the conflict between these two is resolved by the game-engine for this race, the smaller vision cone from standard Darkvision always overwrites the larger one from Superior Darkvision. However, Superior Darkvision still prevents Disadvantage from a larger distance (24 m / 80 ft) compared to standard Darkvision (12 m / 40 ft).
Synergetic Moments 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 Sanctuary is cast near enemies, or when revealing an invisible enemy with See Invisibility.
As of Patch 8, bonus damage from this feat bypasses Sturdy and similar conditions when attacking with Throw.'"`UNIQ--ref-000000DD-QINU`"'
As of Patch 8, this feat applies to the damage of several spells and effects while the caster is in Wild Shape, including spells like Spike Growth and items like Noxious Spore Grenades. Wild Shapes with low Strength have a penalty applied to the damage rolls of these spells and effects.
The additional damage of Tavern Brawler applied to Throw attacks, Improvised Melee Weapon attacks, and certain attacks in Wild Shape[verify] has no damage type and therefore can never be resisted,'"`UNIQ--ref-00000110-QINU`"' even by an Elixir of Universal Resistance or Warding Bond (In this case, both the caster and target take full damage). Flat damage reduction effects still apply.
In Honour Mode, Improvised Melee Weapon attacks do not receive extra damage from Tavern Brawler. They receive a bonus to attack rolls as expected.
Although using Throw on anything but Thrown weapons behaves similarly to Improvised Melee Weapon, Throw attacks always benefit from both the attack roll and damage benefits of Tavern Brawler. However, when throwing a creature in Honour Mode, the creature will not receive extra damage from Tavern Brawler when landing.
The description of The Pain Maiden's Blessing erroneously claims that the effect lasts until the end of the next turn, but it is instead removed at the start of it.
There is a bug involving this item with the Illithid powerCull the Weak. If the equipping character has The Shadow Itself activated and kills a target, the effect will not activate (or immediately gets cancelled).
Creatures pushed off of ledges by this feature do not suffer fall damage unless the triggering action has an innate push effect like Thunderwave.
The push from this feature does not combine with any push from the triggering action itself. In fact, Thunderbolt Strike may even reduce the push distance since its push effect takes priority. For example, Thunderwave normally pushes targets 8 m / 27 ft, but this feature reduces this distance to 3 m / 10 ft.
This also means that dealing multiple instances of damage in a single attack (e.g., with Lightning Arrow) will still only apply 2 turns of Reverberation.
Tides of Chaos grants a toggleable passive by the same name which, when toggled on, provides Advantage on the character's next Ability Check. Due to the way this passive is granted, it defaults to "off" and cannot be toggled "on" the very first time it is acquired until after the character has first made an ability check, has had a condition applied to it, has used a short rest, or has taken a long rest.
Although not specified with the in-game description, the Thunder damage from Tippler's Rage only triggers on melee weapon attacks.
Attacks which deal multiple instances of damage (e.g., the various Smite spells or Booming Blade) will also trigger multiple instances of Tippler's Rage.
Titan Weapon has an extra description that states "The weapon only adds the modifier if it improves your chance to hit." but this has no actual function/relevance.
The bonus damage from Strength is reflected in neither the character sheet nor the Ranged Attack tooltip.
Troubadour's Wonder can grant an extra Bardic Inspiration Charge once per character per long rest, despite the Wondrous Gloves: Bardic Inspiration Depleted condition on the item.
The in-game description states Astarion gains a +1d10Necrotic damage bonus to Attack Rolls. This appears to be a typo, as attack rolls are what decide if one hits or misses rather than how much damage they deal.
Due to a coding error involving an effect which was meant to provide Humans with a carrying capacity increase that effectively stacks with Human Versatility, all characters receive a 50% carrying capacity increase regardless of race.
The temporary hit points from Well-Liked and Well-Fortified only have a StackPriority of 1, and as such are overridden by any other source of temporary hit points that have a StackPriority of 1 or higher, even if the new source is of a lesser value.
Some damage riders like Lightning Charges and Callous Glow Ring are added both to regular attacks and to the Willing Whip area effect, so they also hurt the mace wielder.
Creatures close to the one struck by this weapon take damage every time, but those on the border of its AoE radius sometimes do not.