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.
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. 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.
Since this attack does not involve an attack roll, it does not benefit from certain bonus damage sources which check the attack roll type despite listing the additional damage on the tooltip. These include:
Since this attack does not involve an attack roll, it does not benefit from certain bonus damage sources which check the attack roll type despite listing the additional damage on the tooltip. These include:
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.
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).
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.
The tooltip states this attack should apply two turns of a condition named "Weakening Infection", which is identical to Infected but with -3 to Constitution. The attack lacks the necessary code to apply such a condition to a target.
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.
The version of this action used by Redcap Blood Sages in the Sunlit Wetlands can be cast while affected by 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.
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 and Bolstering Magic: Level 3 Spell Slot should work properly.
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.
The in-game tooltip is not accurate. It is duplicated from the similar Primal Stampede ability. In particular, the tooltip says Bull Rush does damage, knocks targets prone, and is only available while 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.
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.
Despite being listed as a level 1 Enchantment spell (inherited from parent spell Compelled Duel), this action is not technically a spell (the IsSpell flag and concentration requirement from Compelled Duel has been removed). Thus, it does not interact with any spell-specific effects such as Vivacious Cloak or Split Enchantment.
This ability incorrectly uses the description from 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.
This spell does not function as described, and instead acts similarly to 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 condition instead of the condition it actually applies.
Due to how 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) against such targets.
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.
Due to a scripting error, the Disadvantage component of this effect actually applies to the Reaction attacks performed by the caster, rather than reaction attacks targeting the caster.
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.
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).
Rather than taking half damage on save (which would be (2d8 + bonus damage)/2Bludgeoning), targets instead take (1d8 + bonus damage)/2Bludgeoning which is closer to one quarter damage.
This damage is always dealt as magical, regardless whether or not the attacker has Primal Strike.
The description in-game notes an incorrect DC 13 ConstitutionSaving 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.
When receiving this action via Starry Form, it is not properly granted with Wisdom as its spellcasting modifier. The damage therefore uses the spellcasting modifier of the most recently acquired class. The DC, however, always uses the Constitution modifier.
The tooltip says this attack deals 100Fire. This is incorrect as applied to creatures and the Overgrown Portcullis.
A sapper raised as a spore servant using Animating Spores only deals 2d6Force and 2d6Fire, with a saving throw to negate the fire damage (the equivalent of a smokepowder surface igniting)
When used with a ranged weapon currently active, the attack roll uses the strength modifier.
Since this action makes a melee weapon attack roll, it receives -5 penalty from Great Weapon Master: All In but its damage does not increase by 10 when wielding Two-Handed and Versatile (no shield) weapons.
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.
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.
This attack is not correctly marked with a lightning DamageType flag, which means it does not trigger certain effects which check for lightning damage.
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.
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.
This attack is incorrectly marked with a piercing DamageType flag, rather than necrotic, which means it does not trigger certain effects which check for necrotic damage such as Malefic Funghi.
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.
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.
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.
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.
If this attack misses and 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 as expected.
The 1 turn duration of 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.
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.
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.
This spell is not affected by effects which provide advantage or disadvantage on saving throws against being Charmed. Instead it is affected by those which provide advantage or disadvantage on saving throws against being Frightened (e.g., Shield of the Undevout).
This can be cast multiple times on the same target to apply multiple instances of Fierce Perilous Stakes at once, and can even stack with 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.
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.
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.
Unlike other Way of the Four Elements actions, this still retains its HasVerbalComponent SpellFlag from its parent spell Shatter and thus cannot be used while Silenced.
Since this attack does not involve an attack roll, it does not benefit from certain bonus damage sources which check the attack roll type despite listing the additional damage on the tooltip. These include:
Despite the tooltip warning, Large and bigger sized targets are pushed back.
The combat log erroneously shows the formula for spell save DC in the saving throw, often showing a calculation that does not add up to the final DC. The actual value is calculated using weapon action DC.