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List of bugged actions and reactions

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This list aims to catalogue actions and reactions 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 actions and reactions 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.

Actions and reactions[edit section | visual editor]

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Name Bugs
Acid Breath Acid Breath
  • The tooltip incorrectly describes the area of effect as a cone, when it is instead a line.
Arcane Shot: Beguiling Arrow Arcane Shot: Beguiling Arrow
  • Due to an incorrectly used DamageBonus function, the bonus damage that Arcane Shots deliver on striking an enemy is not doubled on a critical hit.
Arcane Shot: Bursting Arrow Arcane Shot: Bursting Arrow
  • Unlike most other Arcane Shot options, this action consumes the  Arcane Arrow immediately rather than on hit. Instead, this resource cost is refunded on a miss which is almost equivalent behaviour. This results in some unusual behaviour with Curving Shot Curving Shot. If Bursting Shot misses its initial target, the  Arcane Arrow cost is refunded and then the attack is redirected to a new target. If this target is hit, the Bursting Arrow will apply for effectively free. If the redirected hit also misses, it will refund yet another Arcane Arrow netting +1  Arcane Arrow in total.
Arcane Shot: Enfeebling Arrow Arcane Shot: Enfeebling Arrow
  • Due to an incorrectly used DamageBonus function, the bonus damage that Arcane Shots deliver on striking an enemy is not doubled on a critical hit.
Arcane Shot: Grasping Arrow Arcane Shot: Grasping Arrow
  • Due to an incorrectly used DamageBonus function, the bonus damage that Arcane Shots deliver on striking an enemy is not doubled on a critical hit.
Arcane Shot: Piercing Arrow Arcane Shot: Piercing Arrow
Arcane Shot: Seeking Arrow Arcane Shot: Seeking Arrow
Arcane Shot: Shadow Arrow Arcane Shot: Shadow Arrow
  • Due to an incorrectly used DamageBonus function, the bonus damage that Arcane Shots deliver on striking an enemy is not doubled on a critical hit.
Arrow of Ice (trap) Arrow of Ice (trap)
Aspect of the Elk Aspect of the Elk
  • The extra movement speed is applied when a character starts its turn in range of the effect or moves into its range. There is no limit on the number of times this can be applied on the same turn, and the extra movement speed is not removed upon leaving the effective range. A character moving very slightly into and out of range multiple times (consuming less than 1.5 m (5 ft) of movement each time) can gradually gain a theoretically unbounded amount of extra movement.
Aura of Hate Aura of Hate
  • The tooltip incorrectly states the damage type to be the same as that of the paladin's weapon.
Aura of Murder (action) Aura of Murder (action)
  • Despite the extra description, no restriction exists which cause creatures which cannot be Frightened to be immune to Aura of Murder.
Awaken Crawling Claws Awaken Crawling Claws
  • The in-game description says this action stuns enemies within 4 m / 13 ft, but the radius is significantly larger at 12 m / 40 ft.
Backbreaker Backbreaker
  • This attack may only target characters that are Large size or smaller, and is missing the related tooltip warning found on similar attacks, such as Trip Attack (Melee) Trip Attack (Melee).
Bardic Inspiration (class action) Bardic Inspiration (class action)
  • When used to modify an attack roll with a +1d10 bonus, the Bardic Inspiration condition is not removed from the character.
  • Bardic Inspiration may target a character who is already affected by the +1d10 version, wasting the effect as they do not stack.
Bind Hexed Weapon Bind Hexed Weapon
  • Despite the extra description of a warlock's bound weapon returning "to its previous state", no code exists in the game which removes Hexed Weapon from a weapon that is away from the Warlock.
  • The Hexed Weapon condition is only removed on respec if the weapon is equipped while doing do; leaving the weapon in inventory does not remove it.
Bind Pact Weapon Bind Pact Weapon
  • Despite the extra description, no code exists in the game that removes Pact Weapon from a weapon that is away from the Warlock.
  • The Pact Weapon condition only get removed on respec if the weapon was equipped. Leaving the weapon in inventory wont remove it.
Bite (Bat) Bite (Bat)
  • The tooltip states this attack should apply two turns of a condition named "Weakening Infection", which is identical to Infected Infected but with -3 to Constitution. The attack lacks the necessary code to apply such a condition to a target.
Bladesong Bladesong
  • The requirement to be wielding a dagger, longsword, etc. applies only to the main hand. While "Bladesong Impeded" will be displayed on the Wizard, Bladesong will still be usable even if the off hand is wielding an incompatible weapon.
    • Bladesinger wizards cannot accumulate climax charges if the weapon in their offhand is not compatible, nor can they use the climax.
Blind Terror Blind Terror
  • Despite the description, this ability does not inflict the Blinded condition
Blood Frenzy Blood Frenzy
  • This effect cannot be preemptively prevented with Calm Emotions.
Blood Sacrifice Blood Sacrifice
Blood Skeleton Slam Blood Skeleton Slam
  • Though not stated in the tooltip, this attack applies two turns of Bleeding.
Bloodlust (Redcap) Bloodlust (Redcap)
  • The version of this action used by Redcap Blood Sages in the Sunlit Wetlands can be cast while affected by Calm Emotions Calm Emotions, while the version used by Redcap Mystic Cannoneers in The Blushing Mermaid cannot.
    • Both versions can be cast on a target affected by Calm Emotions.
Bolstering Magic: Level 1 Spell Slot Bolstering Magic: Level 1 Spell Slot
  • This ability cannot restore spell slots to a druid because that class is erroneously not given the technical passive UnlockedSpellSlotLevel1. The absence of this passive feature has no other impact on the druid's spellcasting ability, however. This only applies to first level slots so Bolstering Magic: Level 2 Spell Slot Bolstering Magic: Level 2 Spell Slot and Bolstering Magic: Level 3 Spell Slot Bolstering Magic: Level 3 Spell Slot should work properly.
Bolt of Celestial Light Bolt of Celestial Light
  • This action does not use Superiority Dice at any time, contrary to the in-game tooltip stating "On Miss: Does not spend Superiority Dice."
  • 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.
Boon of the Unstoppable Boon of the Unstoppable
  • When the Bhaal cultists chant their ritual to trigger this action, it applies a bugged status condition that displays as Unstoppable but lacks any actual damage reduction. For this reason, the first damage instance each round is not reduced to 1.
  • Subsequent damage instances in the same round are properly reduced to 1 by the correct Unstoppable status condition.
Brace (Melee) Brace (Melee)
  • When combined with other dice rerolling features, the combat log may show an incorrect number of rerolls.
Break of Dawn Break of Dawn
  • The tooltip incorrectly states "Targets still take half damage" when instead they are neither pushed back nor made prone.
Bull Rush Bull Rush
  • The in-game tooltip is not accurate. It is duplicated from the similar Primal Stampede Primal Stampede ability. In particular, the tooltip says Bull Rush does damage, knocks targets prone, and is only available while Raging Raging, none of which are true.
  • The combat log erroneously shows the formula for spell save DC, often showing a calculation that does not add up to the final DC. The actual value is calculated using weapon action DC.
Call for Help Call for Help
  • Despite what is shown in the tooltip, this action does not grant Action Surge Action Surge.
Chalice Healing Chalice Healing
  • When receiving this ability via Starry Form, this spell is not properly granted with Wisdom as its spellcasting modifier, and will instead use the spellcasting modifier of the most recently acquired spellcasting class.
Challenge to Duel Challenge to Duel
Channel Divinity: Cloak of Shadows Channel Divinity: Cloak of Shadows
  • This ability incorrectly uses the description from Cloak of Shadows Cloak of Shadows. It does not actually require the user to be obscured, and can be used in plain view of others, even in bright light.
Charge (Deep Rothé) Charge (Deep Rothé)
  • This ability can target dead creatures, leading to unintended interactions with other on-hit effects such as Cull the Weak Cull the Weak.
Charm Animals and Plants Charm Animals and Plants
  • This spell does not function as described, and instead acts similarly to Charm Person Charm Person. As such, and despite the lack of related tooltip warnings, this action is considered hostile by creatures that make a successful saving throw against it. The condition also ends early if the caster or an ally hurts the target, and in higher difficulty modes, the target might become hostile when the spell ends.
  • The in-game tooltip incorrectly links the default Charmed Charmed condition instead of the condition it actually applies.
Cinderous Swipe Cinderous Swipe
  • The version of this ability granted in wild shape form deals only 1d6⁠Fire⁠Fire extra damage, not 2d6⁠Fire⁠Fire like the tooltip says.
Claws (Harpy) Claws (Harpy)
  • Due to how Luring Song Luring Song is coded, harpies cannot use this attack against any target that was in the Luring Song's radius when it was applied, regardless of whether the target saves against the effect or not, as long as the song continues. They can only use Multiattack (Harpy) Multiattack (Harpy) against such targets.
Clench of the North Wind Clench of the North Wind
  • Unlike other Way of the Four Elements actions, this still retains its HasVerbalComponent SpellFlag from its parent spell Hold Person and thus cannot be used while Silenced Silenced.
Click Heels Click Heels
  • Due to a scripting error, the Disadvantage Disadvantage component of this effect actually applies to the  Reaction attacks performed by the caster, rather than reaction attacks targeting the caster.
Cloak of Shadows Cloak of Shadows
  • Due to a poorly coded RemoveConditions field, Cloak of Shadows is lost when transitioning from a Lightly Obscured area to a Heavily Obscured area, and vice versa.
Cloaking Mist Cloaking Mist
  • The description is incorrect; casting Misty Step breaks invisibility.
Concussive Burst Concussive Burst
  • The in-game tooltip says this attack involves a Constitution saving throw, but it actually uses an attack roll.
Concussive Smash (Spiritual Weapon) Concussive Smash (Spiritual Weapon)
  • The in-game tooltip is incorrect - all the damage dealt is Force⁠Force damage.
    • Contrary to other Spiritual Weapon attacks, the damage dealt is non-magical.
Confusion Ray Confusion Ray
  • The tooltip for this ability states it applies Befuddled Befuddled for 3 turns.
Corrosive Spit Corrosive Spit
Create Sorcery Points Create Sorcery Points
  • This feature can be used to get nearly unlimited sorcery points using bugs that allow you to obtain infinite uses of Freecast (as detailed on its page).
Crushing Flight (Owlbear Wild Shape) Crushing Flight (Owlbear Wild Shape)
  • Rather than taking half damage on save (which would be (2d8 + bonus damage)/2⁠Bludgeoning⁠Bludgeoning), targets instead take (1d8 + bonus damage)/2⁠Bludgeoning⁠Bludgeoning which is closer to one quarter damage.
    • This damage is always dealt as magical, regardless whether or not the attacker has Primal Strike Primal Strike.
Dawnburst Strike Dawnburst Strike
  • The description in-game notes an incorrect DC 13 Constitution Saving Throw DC 13 Constitution Saving Throw save. It requires a weapon action save with a +2 DC bonus.
  • Despite the in-game description stating only enemies in the light must save against becoming blinded, the blindness affects all creatures in the area, even allies.
    • Due to a coding error, blindness does not affect the original target of the attack.
  • The additional Radiant⁠Radiant damage is treated as a separate damage rider source even in Honour Mode.
Dazzling Breath Dazzling Breath
Detonate Detonate
  • The tooltip says this attack deals 100⁠Fire⁠Fire. This is incorrect as applied to creatures and the Overgrown Portcullis.
  • A sapper raised as a spore servant using Animating Spores Animating Spores only deals 2d6⁠Force⁠Force and 2d6⁠Fire⁠Fire, with a saving throw to negate the fire damage (the equivalent of a smokepowder surface igniting)
Dip Dip
Dirty Trick: Flick o' the Wrist Dirty Trick: Flick o' the Wrist
  • This action does not trigger on-hit weapon functors found on many weapons, such as  Sussur Dagger.
Dirty Trick: Sand Toss Dirty Trick: Sand Toss
Divine Intervention: Opulent Revival Divine Intervention: Opulent Revival
  • This does not restore many abilities that should recharge after a long rest, such as:
  • Hit points are restored to characters based on the maximum hit points of the caster, not the affected character.
Divine Smite Divine Smite
Divine Strike: Cold (Melee) Divine Strike: Cold (Melee)
  • This attack is not correctly marked with a cold DamageType flag, which means it does not trigger certain effects which check for cold damage.
Divine Strike: Cold (Ranged) Divine Strike: Cold (Ranged)
  • When wielding two Hand Crossbows and Dual Wielding toggle enabled, this attack will consume both an  Action and  Bonus Action, but the offhand attack will not be performed.
Divine Strike: Fire (Melee) Divine Strike: Fire (Melee)
  • This attack is not correctly marked with a fire DamageType flag, which means it does not trigger certain effects which check for fire damage.
Divine Strike: Fire (Ranged) Divine Strike: Fire (Ranged)
  • When wielding two Hand Crossbows and Dual Wielding toggle enabled, this attack will consume both an  Action and  Bonus Action, but the offhand attack will not be performed.
Divine Strike: Lightning (Melee) Divine Strike: Lightning (Melee)
  • This attack is not correctly marked with a lightning DamageType flag, which means it does not trigger certain effects which check for lightning damage.
Divine Strike: Lightning (Ranged) Divine Strike: Lightning (Ranged)
  • When wielding two Hand Crossbows and Dual Wielding toggle enabled, this attack will consume both an  Action and  Bonus Action, but the offhand attack will not be performed.
Divine Strike: Necrotic (Melee) Divine Strike: Necrotic (Melee)
  • This attack is not correctly marked with a necrotic DamageType flag, which means it does not trigger certain effects which check for necrotic damage such as Malefic Funghi.
  • 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.
Divine Strike: Necrotic (Ranged) Divine Strike: Necrotic (Ranged)
Divine Strike: Poison (Melee) Divine Strike: Poison (Melee)
  • This attack is not correctly marked with a poison DamageType flag, which means it does not trigger certain effects which check for poison damage.
Divine Strike: Radiant (Melee) Divine Strike: Radiant (Melee)
  • This attack is not correctly marked with a radiant DamageType flag, which means it does not trigger certain effects which check for radiant damage.
Divine Strike: Radiant (Ranged) Divine Strike: Radiant (Ranged)
  • When wielding two Hand Crossbows and Dual Wielding toggle enabled, this attack will consume both an  Action and  Bonus Action, but the offhand attack will not be performed.
Divine Strike: Thunder (Melee) Divine Strike: Thunder (Melee)
  • This attack is not correctly marked with a thunder DamageType flag, which means it does not trigger certain effects which check for thunder damage, most notably Destructive Wrath Destructive Wrath.
Divine Strike: Thunder (Ranged) Divine Strike: Thunder (Ranged)
  • When wielding two Hand Crossbows and Dual Wielding toggle enabled, this attack will consume both an  Action and  Bonus Action, but the offhand attack will not be performed.
Divine Strike: Weapon (Melee) Divine Strike: Weapon (Melee)
  • This attack deals non-magical damage when used as an  Action, but deals magical damage when used as a post-strike  Reaction.
    • Due to a coding mistake, when used as a post-strike reaction in Honour Mode this attack deals non-magical damage.
Divine Strike: Weapon (Ranged) Divine Strike: Weapon (Ranged)
  • When wielding two Hand Crossbows and Dual Wielding toggle enabled, this attack consumes both an  Action and  Bonus Action, but the offhand attack is not performed.
  • This attack deals non-magical damage when used as an action, but deals magical damage when used as a post-strike reaction.
Diving Strike Diving Strike
  • If this attack misses and Reckless Attack Reckless Attack is triggered in response, the attack roll is not actually rerolled, so it will always still miss. However, if Reckless Attack is already active, the attack roll is made with Advantage Advantage as expected.
Drunken Technique Drunken Technique
Edge of Darkness Edge of Darkness
  • The in-game tooltip for this action is inaccurate and missing key information about it being an AoE attack.
  • The tooltip claims there is an associated Constitution Saving Throw Constitution Saving Throw, but this is not true.
End Rage End Rage
  • This action lacks a Self() restriction, and can be used to remove Rage effects from other characters albeit at a very close range.
Enrage Enrage
  • Due to a coding error, Owlbear's Rage may not be removed from the Druid if Owlbear form is lost.
Enraged Throw Enraged Throw
  • Unlike with an ordinary Throw Throw, throwing Boo Boo with enraged throw will not Blind Blind the target.
Evasive Footwork Evasive Footwork
  • The 1 turn duration of Evasive Footwork Evasive Footwork is deceptively short. The duration ticks down at the end of the Battle Master's turn and upon doing so immediately ends. Thus, aside from opportunity attacks or ripostes made during the user's active turn, Evasive Footwork ends before any enemies make their attacks.
  • This action lacks a Self() restriction, and can provide its effect to other characters – albeit at a very close range.
Explosion Explosion
Exposing Bite Exposing Bite
  • This condition is removed after any attack roll against the affected creature within 3 m (10 ft), but the critical hit only applies if it is made within 2 m (7 ft). This means the effect is wasted when attacking an affected creature with an extra reach weapon from maximum range.
Fangs of the Fire Snake Fangs of the Fire Snake
  • Despite the description, ranged weapon attacks are also increased in damage for the duration but not any spells which are also melee attacks, such as Touch of the Storm Touch of the Storm.
Fear Ray Fear Ray
  • The tooltip for this ability states it applies Frightened Frightened for 3 turns.
Fey Presence: Beguiling Fey Presence: Beguiling
Fiendish Flameblast Fiendish Flameblast
Fierce Perilous Stakes Fierce Perilous Stakes
  • This can be cast multiple times on the same target to apply multiple instances of Perilous Stakes Perilous Stakes at once, and can even stack with Perilous Stakes Perilous Stakes. The critical hit threshold reduction, bonus damage, and healing effect from each application all stack with each other. The damage vulnerability does not stack.
Fire Wave Fire Wave
Firewine Explosion Firewine Explosion
  • On save, targets take (4d6)/2FireFire damage instead of (2d6)/2FireFire damage which is effectively full damage.
Fist of Four Thunders Fist of Four Thunders
Fly (Illithid Power) Fly (Illithid Power)
  • While it is supposed to replace the Jump action's keybinding, this interaction is unreliable and seems to be bugged. It will often initially work, but then be reset to Jump when e.g. loading a saved game.
Form of Dread Form of Dread
  • This passive can cause Ch'r'ai Tska'an to become Frightened when she uses an action that targets herself, such as Dash Dash.
Frenzied Strike Frenzied Strike
  • This attack no longer applies Frenzied Strain once the Barbarian reaches level 9.
Frenzy Frenzy
  • This version of Rage is usable when already affected by Rage once the Barbarian reaches level 9.
Frigid Blade Frigid Blade
Fungal Infestation Fungal Infestation
  • Fungal Infestation can create infinite zombies at the end of Act Two using the recovery station before the boss fight to regain charges paired with being able to raise an Intellect Devourer even after their corpse has been used.
Gale (class action) Gale (class action)
  • The tooltip incorrectly states this requires a Strength save. The correct Dexterity save is listed above.
Gargantuan Cleave Gargantuan Cleave
  • The tooltip shows this action applying full weapon damage when in fact it deals half the weapon damage.
Goading Attack (Melee) Goading Attack (Melee)
  • The target has Disadvantage Disadvantage on all attacks, even against the goading attacker.
Goading Attack (Ranged) Goading Attack (Ranged)
  • The target has Disadvantage Disadvantage on all attacks, even against the goading attacker.
Gong of the Summit Gong of the Summit
  • Unlike other Way of the Four Elements actions, this still retains its HasVerbalComponent SpellFlag from its parent spell Shatter Shatter and thus cannot be used while Silenced Silenced.
Gossamer Tomb Gossamer Tomb
  • Due to a typo, this action deals 10d8⁠Poison⁠Poison instead of 8d10⁠Poison⁠Poison like the tooltip lists.