Accursed Spectre (passive feature) |
- This feature has a once-per-long-rest limit set incorrectly in the game files. As a result, it can be used an unlimited number of times per rest.
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Actor |
- The ability score increase can increase Charisma beyond the stated maximum of 20.
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Adrenaline 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. It is not.
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Arcane Echomalefaction |
- Due to a hidden condition that gets applied when a ranged weapon attack misses, this passive effect will apply even though it appears it should not.
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Aura of Murder |
- Enemies that are resistant or immune to
Piercing damage will receive Piercing vulnerability while within the Aura of Murder (instead of having neither resistance nor vulnerability).
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Coldbrim Chill |
- Due to a hidden condition that gets applied when a ranged weapon attack misses, this passive effect applies even though it appears it should not.
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Companion'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.
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Damp Aegis |
- The description on Water Layer Protection incorrectly uses the same description as
Wet, despite the two conditions having different effects.
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First Blood |
- Does not work on honor mode
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Fury In The Marrow |
- As of Patch 7, hostile creatures making a successful Wisdom saving throw receive no damage instead of half damage.
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Grievous Retribution |
- The in-game tooltip stating that the effect grants 1 turn of Wrath is incorrect, it actually grants 2 turns of the condition.
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Heart of the Storm |
- Despite its tooltip stating otherwise, Heart of the Storm activates on cantrips.
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Inevitable Resolve |
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Infernal Acuity |
- The Infernal Acuity passive grants the wearer +1 all attack rolls.
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Infernal Sight |
- Infernal Sight does not see through magical darkness; it only grants immunity to
Blinded and does not provide the cone of light that you would otherwise get by obtaining the Darkvision effect from a different source, such as from a spell or from having the passive innately through race.
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Infernal Weapon |
- 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 Constitution saving throw, this can give the impression that the poison effect does not work at all.
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Ironvine |
- Ironvine activates on any attack, not just melee attacks.
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Lesser 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.
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Mage Hand Legerdemain |
- If cast near a party member with See Invisibility, the mage hand may instantly be seen and lose invisibility. This only happens the moment it is cast; ungrouping and casting farther away from the See Invisibility party member will avoid this.
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Magic Initiate: Cleric |
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Magic Initiate: Sorcerer |
- 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.
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Magic Initiate: Wizard |
- 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.
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Magical Ambush |
- Due to a coding error, Magical Ambush is removed instantly unless the character is hiding in a
Clear Area.
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Metamagic: 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 Strike.
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Monsterslayer |
- 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.
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Mystra's Blessing |
The in-game description of this passive feature is incorrect, and actually should read:
Bless grants an additional 1d4 bonus to spell attack rolls.
What really happens is that if a caster has this passive feature, creatures they cast Bless on gain two separate conditions:
It's 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 will be left with a 1d4 bonus to spell attack rolls and no other bonus, despite the tooltip of the condition claiming otherwise.
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Polearm Master: Bonus Attack |
- Despite not adding +10 bonus damage from
Great Weapon Master, it will add -5 from the attack roll if it's toggled.
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Psionic Dominance |
As of v4.1.1.4425968, this ability appears to be bugged. It works on Chain Lightning, a Level 6 spell, despite Proficiency Bonus being capped at 4.
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Rebuke 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.
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Reliable Talent |
- For unknown reasons, Reliable Talent is known to fail under some circumstances. When rolling a religion check for the Mirror of Loss, the reliable talent fails to work for every other character or so. Also, when picking pockets while under the effect of Greater Invisibility, the Sleight of Hand check works fine, but the Stealth check may roll under 10 (both skills with expertise), though on a failed check the invisibility does not get dispelled. Whether the invisibility could get dispelled on a failed reliable talent roll is yet to be tested, so don't rely on this fact too much.
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Revenant Scourge |
- The effects from this passive currently do not function.
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Ruintamer Heart |
- Ruintamer Heart has no effect, and does not function in-game.
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Rupturing |
- The in-game description says the target has a DC 13
Constitution saving throw to avoid the Ruptured effect. However, this is not true and the condition will always be applied.
- Following attacks don't stack Rupture turns. Enemies hit by it will reset for 3 turns again.
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Scourge of Pests |
- The in-game tooltip for this passive says it grants bonus damage against insects, but instead it works against myconids.
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Sculpt Spells |
- Despite being an AoE Evocation spell, this ability doesn't work with
Moonbeam.
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Sentinel: Snare |
- Though this applies to druids in Wild Shape and does deal damage, the Damage Roll is empty/bugged as of Hotfix 19.
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Shadow Blade |
- This effect does not function, and advantage is not granted against obscured targets.
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Shadow-Blinding |
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Shapeshifter Slayer |
- The Shapeshifter Slayer 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.
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Shar's Protection |
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Shield Bash |
- The description of this passive states it requires a Dexterity saving throw. This is incorrect, as it requires a Strength saving throw.
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Shocking Sting |
- The in-game tooltip for this effect says it has chance to apply
Shocked, but the condition actually applied is the similar but less potent Shocking Grasp.
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Soul Catching |
- Soul Catching has numerous errors:
- 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 10
hit 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 will be removed from the wielder if it takes damage and does not have any temporary HP.
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Spellmight |
- 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.
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Stirring Execution |
- The in-game description incorrectly states that the number of temporary hit points granted is equal to the Charisma modifier of the character who applied the condition. This is likely a bug.
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Swathed in Shadow |
- Swathed in Shadow passively adds its Saving Throw bonus at all times, not just when attacked.
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Synergetic Moments |
- Due to a hidden condition that gets applied when a ranged weapon attack misses, this passive effect will apply even though it appears it should not.
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The Scourge Mistress' Bane |
- While the item description says 'chance,' the chance to inflict
Bane on hit is 100%.
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Thunderous Conversion |
- Though stated "upon the target(s)", Thunderous Conversion can only trigger once per attack.
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Tides of Chaos |
- Tides of Chaos as a passive toggle is currently (as of v4.1.1.6072089) bugged and does nothing; it is only usable as a reaction.[Needs Verification]
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Titan Weapon |
- Titan Weapon always applies its bonus damage on ranged weapon attacks, not just when "it improves your chance to hit" (which it does not do).
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Undead Bane |
- Despite the description, this passive provides Advantage to all attacks rolls made against Undead targets.
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