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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.
  • The version of Death WardDeath 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.

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 does 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.

Exceptional TrainingExceptional Training

  • If a companion uses Dash (bonus action)Dash (bonus action) first then that companion will not be able to use (the standard version of) DashDash after. However, if a companion uses DashDash first then they will be able to use Dash (bonus action)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 DashDash condition.

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 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.

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.

Land's Stride: AdvantageLand's Stride: Advantage

  • Due to a context error in the function AdvantageOnPlantImpedeAttacks(), this passive actually has no effect.

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.

Lesser Infernal RetributionLesser Infernal Retribution

  • 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.

Lesser Infernal TouchLesser Infernal Touch

Lethal WeaponLethal Weapon

  • Lethal Weapon also works on handaxes ThrownThrown from inventory while an adamantine weapon is equipped.

Life Essence HarvestLife Essence Harvest

  • 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.

Life Stealing CriticalLife Stealing Critical

  • 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.

LifechargerLifecharger

  • 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.

Luck of the Far RealmsLuck of the Far Realms

LuckyLucky

  • 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 Bestial FortitudeLunar Bestial Fortitude

  • Lunar ProtectionLunar 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 ConstellationsTwinkling Constellations, or dismissing a disguise from Disguise SelfDisguise Self while affected by a Starry Form, removes the temporary hit points from Lunar VitalityLunar Vitality. The AC and saving throw bonus from Lunar Protection remains.

Magic ClubMagic Club

  • 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.

Magic Initiate: ClericMagic Initiate: Cleric

Magic Initiate: SorcererMagic Initiate: Sorcerer

  • When provided by this feat, ShieldShield 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.

Magic Initiate: WizardMagic Initiate: Wizard

  • When provided by this feat, ShieldShield 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.

MarksmanshipMarksmanship

  • Marksmanship only applies to ranged weapons in the main hand, thus Hand Crossbows equipped in the off-hand are unaffected.

Martial BraveryMartial Bravery

  • 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.

Medium Armour MasterMedium Armour Master

  • This feat will break the Exotic Material feature of certain Medium Armours.

Mental InhibitionMental Inhibition

  • Despite the description, Mental Inhibition also applies to allies.

Metamagic: Extended SpellMetamagic: Extended Spell

  • This will trigger on Burning HandsBurning Hands when upcast to spell slot level 3 or above.

Metamagic: Twinned SpellMetamagic: Twinned Spell

  • 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 StrikeEnsnaring Strike.

Misty PresenceMisty Presence

  • 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.

Mobile: Evade Difficult TerrainMobile: Evade Difficult Terrain

Mobile does not prevent movement speed reduction from all Difficult Terrain types, only:

MonsterslayerMonsterslayer

  • The Monsterslayer passive effect granted by this item adds 1d4 to attack rolls in addition to the damage rolls listed.
    • This passive also applies to ranged attacks while this weapon is equipped, adding 1d4 to attack and damage for them.
    • Spells cast while this weapon is equipped will gain 1d4 to their attack roll but their damage is not increased.

Mortal ReminderMortal Reminder

Mystra's BlessingMystra's Blessing

  • The in-game description of this passive feature is not entirely correct, and reads as follows:
Bless grants an additional 1d4 to Saving Throws and Weapon Attack Rolls, and an additional 2d4 to Spell Attack Rolls.
  • 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.

Nature's EmbraceNature's Embrace

  • Due to a coding error, Nature's Embrace can grant an extra charge of Wild Shape per character per long rest.

Pact of the TomePact of the Tome

  • Despite the tooltips stating otherwise, the spells gained at level 5 do not cost a level 3 spell slot.

Polearm Master: Opportunity AttackPolearm Master: Opportunity Attack

PortentPortent

  • 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
    • An enemy save succeeds due to Legendary ResistanceLegendary Resistance
  • 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 PatternHypnotic 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 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.

Prey Upon the WeakPrey Upon the Weak

  • The weapon tooltip incorrectly lists two entries of +1d4PiercingPiercing, with one also stating (Conditional). This is merely a UI bug, and the weapon will correctly deal 1d4PiercingPiercing additional damage.

Prey's ScentPrey's Scent

  • 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.

ProtectionProtection

Rakish AudacityRakish Audacity

Raven SightRaven Sight

  • This effect does not provide immunity to all forms of Blindness, but rather only to BlindedBlinded and Blinded from DarknessDarkness.

Rebuke of the MightyRebuke of the Mighty

  • The description of this passive states it requires a Dexterity saving throw. This is incorrect, as it requires a Strength saving throw.

Relentless RevengeRelentless Revenge

  • In Honour mode, once the wielder has 50% hit pointshit points or less, the weapon tooltip incorrectly lists two entries of +1d4SlashingSlashing, with one also stating (Conditional). This is merely a UI bug, and the weapon will correctly deal 1d4SlashingSlashing additional damage.

Reliable TalentReliable Talent

  • 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]

Ruintamer HeartRuintamer Heart

  • Ruintamer Heart has no effect, and does not function in-game.

Running JumpRunning Jump

  • Due to a conditional requirement check bug, Jump (Running)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 DashDash action again.

RupturingRupturing

  • The in-game description says the target has a DC 13 Constitution saving throwConstitution saving throw to avoid the Ruptured effect. However, this is not true and the condition is always applied.

Scourge of PestsScourge of Pests

  • The in-game tooltip for Scourge of Pests says it grants bonus damage against insects, but instead it grants bonus damage against Myconids instead.

Sculpt SpellsSculpt Spells

  • Despite being an AoE Evocation spell, this ability doesn't work with MoonbeamMoonbeam.

Selûne's ProtectionSelûne's Protection

  • Although Selûne's Protection should be activated by Lunar BulwarkLunar Bulwark, it is not; the wearer must instead have the regular version of Mage ArmourMage 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.

Sentinel: SnareSentinel: Snare

  • Though this applies to druids in Wild Shape and does deal damage, the Damage Roll is empty/bugged as of Hotfix 19.

Shadow StealthShadow Stealth

  • This passive provides no actual benefit, as SLIPPERY_SHADOWS, the condition it is supposed to apply, does not exist in the game code.

Shadow-BlindingShadow-Blinding

ShadowthiefShadowthief

  • On a Throw attack with a weapon with the ThrownThrown property, Shadowthief activates for an additional time.

Shapeshifter SlayerShapeshifter Slayer

  • Shapeshifter Slayer adds 1d4 to attack rolls in addition to the damage roll listed.
    • This passive also applies to ranged attacks while this weapon is equipped, adding 1d4 to attack and damage for them.
  • Any spell cast while this weapon is equipped gains 1d4 to its attack roll but its damage is not increased.

Shar's BlessingShar's Blessing

  • Shar's Blessing adds its bonus damage to any weapon attacks against obscured creatures, not just attacks with this spear.
  • The advantage on saving throws only applies to Dexterity saving throws.

Shar's ProtectionShar's Protection

  • If a wearer of this item casts Warding BondWarding Bond on an ally while Sharran RetributionSharran 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.
  • Even though Shar's Protection is not listed as a passive feature with Dark Justiciar Half-Plate (Rare), casting Shar's AegisShar's Aegis with that armour equipped still applies Sharran RetributionSharran Retribution to the wearer.

Shar's UmbraeShar's Umbrae

  • Shar's Umbrae applies its Advantage on Stealth checks without any obscurity level checks, even if in a Clear AreaClear Area.

Sharp CasterSharp Caster

  • Sharp Caster applies to all spells, not just those that make a spell attack roll.

Sharpened SnareSharpened Snare

Shield BashShield Bash

  • The description of this passive states it requires a Dexterity saving throw. This is incorrect, as it requires a Strength saving throw.

Shocking StingShocking Sting

  • The in-game tooltip for Shocking Sting says it has chance to apply ShockedShocked, but the condition actually applied is the similar but less potent Shocking GraspShocking Grasp.
  • There is a saving throw for the Shocking Grasp condition, but the combat log does not show it.

Shortened StrideShortened Stride

  • 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).

Skullduggery AttackSkullduggery Attack

  • The Skullduggery Attack feature does not work with Rakish Sneak Attack unless the Sneak Attack is used as a reaction.

Slabjaw DeterminationSlabjaw Determination

  • 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.

Slay the WickedSlay the Wicked

  • 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.

Slay the WickedSlay the Wicked

  • 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.

Slayer's Extra AttackSlayer's Extra Attack

  • The in-game description for this passive is copied from Slayer's Improved Extra AttackSlayer's Improved Extra Attack and states that it grants two additional attacks, but it actually only grants one.

Slow FallSlow Fall

  • 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.

Slow: ActionsSlow: Actions

  • This passive does not prevent a creature from making multiple attacks unless they somehow receive it between attacks on their own turn.

Slow: CastingSlow: Casting

  • This passive is non-functional and hence the SlowedSlowed condition does not affect spellcasting in the way that is described.

Soul CatchingSoul Catching

  • Soul Catching has numerous errors:
    • It states it requires an 'unarmed hit' while the Grasp EssenceGrasp 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 PointsHit 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 AmplificationSpell Amplification

  • 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.

SpellmightSpellmight

  • 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.

Spiteful ThunderSpiteful Thunder

  • Spiteful Thunder requires targets affected by ReverberationReverberation to make a save upon receiving any type of damage from the wearer, not just ThunderThunder.

SteadfastSteadfast

  • Steadfast doesn't prevent Difficult Terrain: Deep WaterDifficult Terrain: Deep Water from deep water surfaces.
  • While the description of Steadfast specifies the wearer cannot be moved by foe's spells or actions, this also includes allies.

Stealthy CriticalStealthy Critical

  • The Skilled SkullduggerySkilled Skullduggery condition granted by Stealthy Critical remains even when the cloak is unequipped.

Stirring ExecutionStirring Execution

  • 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.

Stun ImmunityStun Immunity

Sunwalker's GiftSunwalker's Gift

  • 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 DarkvisionDarkvision spell, the Elixir of Darkvision, or the DarkvisionDarkvision racial passive.

Superior DarkvisionSuperior Darkvision

  • 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).

Swathed in ShadowSwathed in Shadow

  • The Swathed in Shadow passive adds its Saving Throw bonus at all times, not just when attacked and in shadow.

Sword MasterySword Mastery

  • Sword Mastery does not increase the damage of off-hand melee attacks.

Synergetic MomentsSynergetic Moments

  • 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 SanctuarySanctuary is cast near enemies, or when revealing an invisible enemy with See InvisibilitySee Invisibility.

Tavern BrawlerTavern Brawler

  • As of Patch 8, bonus damage from this feat bypasses SturdySturdy and similar conditions when attacking with ThrowThrow.'"`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 ShapeWild Shape, including spells like Spike GrowthSpike Growth and items like Noxious Spore Grenades. Wild Shapes with low StrengthStrength have a penalty applied to the damage rolls of these spells and effects.
  • The additional damage of Tavern Brawler applied to ThrowThrow attacks, Improvised Melee WeaponImprovised Melee Weapon attacks, and certain attacks in Wild ShapeWild 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 BondWarding Bond (In this case, both the caster and target take full damage). Flat damage reduction effects still apply.
  • In Honour Mode, Improvised Melee WeaponImprovised Melee Weapon attacks do not receive extra damage from Tavern Brawler. They receive a bonus to attack rolls as expected.
    • Although using ThrowThrow on anything but ThrownThrown weapons behaves similarly to Improvised Melee WeaponImprovised Melee Weapon, ThrowThrow 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 Pain Maiden's BlessingThe Pain Maiden's Blessing

  • 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.

The Scourge Mistress' BaneThe Scourge Mistress' Bane

  • While the item description says 'chance,' the chance to inflict BaneBane on hit is 100%.
  • If at 50% health or higher and an enemy is knocked out by Non-Lethal DamageNon-Lethal Damage with this axe, the wielder is also knocked out, even at full HP.

The Shadow ItselfThe Shadow Itself

  • There is a bug involving this item with the Illithid power Cull the WeakCull the Weak. If the equipping character has The Shadow Itself activated and kills a target, the effect will not activate (or immediately gets cancelled).

Thunderbolt StrikeThunderbolt Strike

  • Creatures pushed off of ledges by this feature do not suffer fall damage unless the triggering action has an innate push effect like ThunderwaveThunderwave.
  • 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, ThunderwaveThunderwave normally pushes targets 8 m / 27 ft, but this feature reduces this distance to 3 m / 10 ft.

Thunderous AcuityThunderous Acuity

  • Though not stated, Thunderous Acuity only functions once per attack and applies 2 turns of Arcane Acuity.

Thunderous ConversionThunderous Conversion

  • Though stated "upon the target(s)", Thunderous Conversion can only trigger once per attack.

Tides of ChaosTides of Chaos

  • 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.

Tippler's RageTippler's Rage

  • Although not specified with the in-game description, the ThunderThunder 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 BladeBooming Blade) will also trigger multiple instances of Tippler's Rage.

Titan WeaponTitan Weapon

  • 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 WonderTroubadour's Wonder

  • 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.

Uncanny DodgeUncanny Dodge

  • As of Patch 8, Uncanny Dodge has several bugs related to reaction mechanics.
    • It requires the defender to have reaction (resource) available, but doesn't actually consume it when used.
    • It consumes the attacker's reaction (resource) when triggered.
    • It can trigger multiple times in the same turn if hit by different attackers.
    • It can trigger while under conditions that should prevent reaction, such as Slowed (Condition)Slowed (Condition).

Undead BaneUndead Bane

  • Despite the description, Undead Bane provides Advantage to all attacks rolls made against Undead targets.

Undead WardUndead Ward

  • Though it is not stated in the tooltip, Undead Ward applies to summoned fiends, such as ShovelShovel, Cambion (Planar Ally)Cambion (Planar Ally), and Conjured ImpConjured Imp.
  • Though Undead Ward states it has a radius of 6 m (20 ft), it actually has a radius of 9 m (30 ft).

UnwaveringUnwavering

Vampire AscendantVampire Ascendant

  • The in-game description states Astarion gains a +1d10NecroticNecrotic 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.

Vaprak's GreedVaprak's Greed

  • 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.

War Caster: Opportunity SpellWar Caster: Opportunity Spell

  • This feature is still able to attack targets that have either PanachePanache or Fancy FootworkFancy Footwork.
  • This feature will not trigger when equipped with only ranged weapons.

Watery GuidanceWatery Guidance

  • Watery Guidance applies to all attack rolls made by the wielder of this passive.

Well-Liked and Well-FortifiedWell-Liked and Well-Fortified

  • 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.

Willing WhipWilling Whip

  • Some damage riders like Lightning ChargesLightning 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.

Withering CutWithering Cut

  • The reaction triggers on attacks that are already killing blows, wasting a reaction point for no additional damage benefit.
  • A hidden technical condition, which is responsible for applying a visual effect to struck targets, triggers the passives from Boots of Stormy Clamour, Coldbrim Hat, and Diadem of Arcane Synergy.

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