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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 Hunter Aberration Hunter

  • Due to a coding error, Aberration Hunter does not impose disadvantage on aberrations attacking the wearer.

Ablaze Ablaze

  • This ability always uses the caster's Wisdom to determine the spellcasting DC, regardless of the summoner's actual spellcasting ability.
  • Flaming Spheres with this feature toggled on, only when cast at  Level 2 Spell Slot, do not trigger Opportunity Attack Opportunity Attack.

Absolute Night Absolute Night

  • The saving throw against being Blinded Blinded is incorrectly attributed in the combat log against the attacker or the attack which was used, rather than against Absolute Night.

Absolute's Bane Absolute's Bane

  • The Bane effect does not activate when the wearer is disguised disguised, even if it is noted in the passive effect UI.
  • The Bane effect's saving throw does not appear in the combat log, nor do reactions like Portent Portent Dice trigger, even though the passive effect UI indicates there is a saving throw, and the effect sometimes does not trigger (presumably because the enemy succeeds at their saving throw).
  • Though not stated as such, the passive applies Bane Bane and thus does not stack with itself or other sources of Bane.

Absolute's Tempest Absolute's Tempest

Absorb Elements Absorb Elements

  • This reaction cannot be used while affected by Starry Form Starry Form.

Actor Actor

  • 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.
  • This feat's ability score increase applies in Slayer form.

Adamantine Backlash Adamantine Backlash

  • If the attacking creature is already reeling, the attack clears the condition, but it is not reapplied.

Additional Spell Slot Additional 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 Rush 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, but it is not.

Aegis Palms Aegis Palms

  • Aegis Palms does 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, does apply Death Ward.
  • The version of Death Ward Death Ward granted by Aegis Palms uniquely is not lost upon being triggered. There is no limit to the number of times it can be triggered during its 2 turn duration.

After Death Do Us Part After Death Do Us Part

  • When revived, the Shadow Possession Shadow Possession condition should force the affected character to spend each turn attacking the nearest creature (friend or foe). However, Shadow Possession is instantly removed from the wearer upon leaving the Downed Downed state.

Arcane Battery Arcane 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.
  • Arcane Battery is still consumed if active when the character casts a cantrip, despite cantrips not being highlighted in the character's cast bar.
  • Toggling Arcane Battery highlights some abilities and items that do not consume spell slots, such as Danse Macabre Danse Macabre and spell scrolls; these abilities and items activate properly, but are still consumed (along with Arcane Battery) in the process.

Arcane Echomalefaction Arcane Echomalefaction

  • Arcane Echomalefaction triggers under many circumstances where it appears it should not, due to hidden technical conditions, such as when a ranged weapon attack misses, when Sanctuary Sanctuary is cast near enemies, or when revealing an invisible enemy with See Invisibility See Invisibility.

Arcane Radiance Arcane Radiance

  • Arcane Radiance inflicts Radiating Orb Radiating Orb regardless of the wearer's light level.

Arcane Vampirism Arcane Vampirism

  • Despite the description, the healing effect is not limited to being triggered solely on spells. It will trigger on any attack that includes a saving throw component, such as Lacerate Lacerate, even if that attack misses and no saving throw was rolled.

Arcane Vehemence Arcane 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 Ward Arcane 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, Shield Shield does not grant Arcane Ward charges.
  • Counterspell Counterspell always restores 3 charges, even if upcast.
  • Because Arcane Ward is implemented as a condition with a duration, it counts as a condition being applied by the spell cast to charge it. This means that if Metamagic: Extended Spell Metamagic: Extended Spell – which doubles the duration of any condition applied by the spell – is used when casting an Abjuration spell, Arcane Ward's charge count is also doubled. This doubling occurs after the cap equal to twice the wizard's class level is applied, meaning that this can be exploited to gain charges up to four times the class level.
    • For example, a Sorcerer 2/Wizard 5 with 7 charges of Arcane Ward casting Banishment Banishment should be capped at 10 charges, but ends up with 20 charges if Extended Spell is used.
    • However, when Arcane Ward is overcharged in this way, casting any Abjuration spell that would normally charge it without using Extended Spell forces it to be capped again at twice the wizard's class level.
    • This can be used with most limited-duration Abjuration spells, such as Banishment Banishment, Sanctuary Sanctuary, or Arcane Lock Arcane Lock. However, Glyph of Warding: Sleep Glyph of Warding: Sleep cannot be used for this purpose, as the warding trap has no duration limit (despite the tooltip describing it as a 4-turn duration).
  • There is a second bug with Metamagic: Extended Spell Metamagic: Extended Spell, which can be used to acquire infinite Arcane Ward charges, as explained in this Reddit post. To do this, a wizard must have at least 3 charges of Arcane Ward, then if a sorcerer casts a spell which creates a damaging surface or cloud (e.g., Chromatic Orb: Fire Chromatic Orb: Fire, Spike Growth Spike Growth, or Cloudkill Cloudkill) and then toggles Extended Spell, if the wizard takes damage from the spell, each time they take damage, the number of charges decreases by 1 as usual, but then doubles. This is because each time damage is taken, the Arcane Ward condition is reapplied with one fewer charge and the source of the condition is considered the source of the damage taken. This means that Arcane Ward becomes a condition with a duration (because its charges are represented as "turns remaining") applied by a spell cast by a sorcerer currently using Extended Spell, which causes the duration to double.
    • This bug works whether the spells are cast by the wizard themselves, multiclassed with sorcerer, or by a sorcerer party member.
    • Surfaces which cause damage immediately, such as Spike Growth, charge Arcane Ward much faster than surfaces which cause damage at the end of each turn, like a Fire Fire surface.
    • This doubling effect allows a wizard to amass Arcane Ward charges up to 2,147,483,647, the maximum possible value of a 32-bit signed integer⁠32-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 resets 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 triggers the bug, but anything other than surface or cloud spells is highly inefficient, as it quickly uses up  Sorcery Points.
  • When a wizard has zero Arcane Ward charges, many actions restore as many charges as the character's wizard level, as seen on this Reddit post. Some examples:
  • When a wizard using Arcane Ward attacks a target, and that target reacts by casting the wizard version of the Shield Shield spell, the attacker immediately loses all of their Arcane Ward charges.

Arming Enhancement Arming Enhancement

  • The +2 bonus to attack rolls granted by Arming Enhancement also affects spell attacks, Unarmed Strike Unarmed Strikes, and Throw Throw attacks; however, those attacks do not receive the +2 damage, except for Throw attacks using weapons with the Thrown Thrown property.

Artificial Sight Artificial 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 Badger Aspect of the Beast: Honey Badger

  • This passive has a 55% chance to trigger, not a 50% chance as stated.
  • This passive does not check if the player is in combat, so it can activate Rage Rage if the player explicitly activates turn-based mode outside combat.

Aspect of the Beast: Stallion Aspect 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: Wolverine Aspect 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 Bleeding Bleeding or Poisoned Poisoned, self-affecting actions such as Dash Dash and Aspect of the Beast: Honey Badger Aspect of the Beast: Honey Badger will apply the Maimed Maimed condition to them.

Athlete: Standing Up Athlete: Standing Up

  • Due to a coding error, a creature that possesses this passive and starts its turn with less than  3 m (10 ft) Movement Speed 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 Murder Aura 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 Piercing damage only have their resistance removed (instead of being made vulnerable) by Aura of Murder. This effect does not stack with attacks that bypass piercing resistance, like those made while wearing the  Bonespike Gloves.

Baneful Strike Baneful Strike

  • Baneful Strike applies a 1d4 penalty to all Saving Throws for its duration, not just the wearer's next spell.

Battle Acuity Battle Acuity

  • Battle Acuity triggers multiple times per attack with spells that are considered weapon attacks and include multiple DealDamage functions, such as Booming Blade Booming Blade and the various Smite spells.

Battlemage's Power Battlemage'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 normal, non-permanent Flame Blade in the main hand triggers Battlemage's Power. The damage can be from any source such as weapon attacks, spell damage (including each dart from Magic Missile Magic Missile and each blast from Eldritch Blast Eldritch Blast), or even damage from status effects like Burning Burning. Battlemage's Power does not trigger if the conjured weapons are in the off-hand, even if attacking with the conjured weapon. This only works with a normal, temporary Flame Blade summoned by the corresponding spell and not with a permanent Flame Blade acquired through hireling exploit. 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.
    • Throwing Throwing 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 Cloudkill Cloudkill and Wall of Fire Wall of Fire
      • Every status in the game which deals damage attributed to the wearer triggers Battlemage's Power. For example, Burning Burning and Electrocuted Electrocuted.
      • Fall damage caused by the wearer
      • Some miscellaneous effects like the  Holy Lance Helm
    • Retaliation effects 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 Luck Bend 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.

Become the Bulwark Become the Bulwark

  •  Helldusk Armour and  Elven Chain lack an armour proficiency group, and so can be worn by any character without incurring the normal penalties for lacking proficiency. Because they lack a proficiency group, both armours are not seen as armour proper by Become the Bulwark and can therefore be used in combination with it.

Bend Luck Bend Luck

  • Due to a bug in reaction processing, if Bend Luck forces an enemy to fail a saving throw, a few abilities with multiple requirements have those requirements ignored. This is known to happen with Piercing Shot Piercing Shot, Profane Scourge Profane Scourge, and Slay Slay.

Blessed Healer Blessed 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 Life Disciple 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 Life Preserve Life, the cantrip Selûne's Dream Selûne's Dream and the Paladin class action Lay on Hands Lay 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 Immunity Blind Immunity

  • Despite not stating such in the description, Blind Immunity also allows the wearer to see through magical darkness.

Blindsight Blindsight

  • This passive is not Highlighted, and thus may not always be visible in an NPC's Notable Features list.

Blood-Curdling Emission Blood-Curdling Emission

Bolstering Smite Bolstering Smite

  • Bolstering Smite does not function with Thunderous Smite Thunderous Smite or Staggering Smite Staggering Smite.
  • Any application of Frightened Frightened by the wearer triggers Bolstering Smite.
  • Though not stated in the description, the temporary hit points only last for two turns.
    • The temporary hit points only have a StackPriority of 1, and as such are overridden by any other source of temporary hit points which have a StackPriority of 1 or higher, even if the new source is of a lesser value.

Boon of the Raven Queen Boon of the Raven Queen

  • The jumping distance increase applies twice when affected by any of the Starry Form Starry Form Wild Shapes, providing an increase of 3 m (10 ft).

Born into Darkness Born into Darkness

  • Despite the description, this passive also includes code which allows affected characters to ignore the effects of Fog Fog as well as any condition in the Blinded Blinded status group.

Bounty Hunter Bounty Hunter

  • Due to the DisadvantageOnRestrained() function, Bounty Hunter affects the same spells/effects that Sharpened Snare Sharpened Snare does.

Breezeswift Speed Breezeswift Speed

  • Breezeswift Speed provides Swift as Wind Swift 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 Glow Callous Glow

  • The in-game tooltip does not specify the damage type, but it is Radiant⁠Radiant damage.

Caustic Strikes Caustic Strikes

  • This feature triggers even on a miss, dealing damage and potentially Paralysing Paralysing the target.

Cheeky Tipple Cheeky 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 Counter Chilling Counter

  • The in-game description for Chilling Counter says there is a DC 13 Constitution Saving Throw DC 13 Constitution Saving Throw, but in fact there is no saving throw to avoid the effect; chilled is applied on every missed attack.

Coldbrim Chill Coldbrim 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 Sanctuary Sanctuary is cast near enemies, or when revealing an invisible enemy with See Invisibility See Invisibility.

Companion's Bond 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.
  • 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 Weave Consumed Shadow Weave

Countershock Countershock

  • Countershock displays a saving throw in the combat log even when the wearer is without Lightning Charges, but Shocked Shocked is not applied in this case.

Craterous Wounds Craterous 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.
  • Throw Throw with a weapon with the Thrown Thrown property activates Craterous Wounds an additional time.

Crushing Blows Crushing Blows

Cull the Weak Cull the Weak

  • Cull the Weak may inadvertantly "kill" a creature that was both damaged and Banished Banished by Banishing Smite Banishing Smite, causing the creature to return from banishment with 0 hit points and remain unkillable.

Cutting Words Cutting Words

  • The visual effect and reaction spell are always directed towards the source of the attack, whether the attack has an attack roll or a saving throw. As a result, when Cutting Words is used to the reduce the saving throw roll of an enemy against a spell cast by a non-enemy creature, the visual effect and reaction spell are still directed towards the caster.
    • The reaction spell is flagged as a harmful spell, and if the caster is a neutral creature it may become hostile towards the bard and their party.
  • Due to a bug in reaction processing, if Cutting Words forces an enemy to fail a saving throw, a few abilities with multiple requirements have those requirements ignored. This is known to happen with Piercing Shot Piercing Shot, Profane Scourge Profane Scourge, and Slay Slay.
  • Despite being flagged with HasVerbalComponent, Cutting Words can be used even while silenced.
  • Cutting Words does not show the potency of the bardic dice in its description when displayed in the combat log.
  • Cutting Words checks for the bard level of the source of the attack, instead of the bard that is using Cutting Words (observer). As a result, unless the attacker is also a bard, the maximum difference in roll value that Cutting Words can trigger on is 6 instead of the expected 8 or 10 for bards that are level 5 or above.

Damp Aegis Damp Aegis

  • The description on Water Layer Protection incorrectly uses the same description as Wet Wet, despite the two conditions having different effects.

Danger Sense Danger Sense

Dark One's Blessing Dark 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 Precision Darkveil Precision

Darkvision Darkvision

  • Normally, a creature gains Advantage Advantage when making a ranged attack from within magical Darkness Darkness, assuming it can do so via a feature such as Devil's Sight Devil's Sight that grants vision in magical darkness. However, if the target of the attack has Darkvision, and the attacker is within the target's Darkvision range, then the attacker gains no advantage. This is despite the fact that Darkvision does not grant vision in magical darkness.

Dazing Smite Dazing Smite

Deathbringer's Sight Deathbringer's Sight

  • The in-game description claims that this can boost regular Darkvision Darkvision from 12 m (40 ft) to 15 m (50 ft). This is not the case.
  • The stated Darkvision range of 3 m (10 ft) is incorrect. The DarkvisionRange(3) boost from this passive adds to the MinimumDetectionRange value of 2 found on all characters, effectively providing a Darkvision range of 5 m (17 ft).

Defence Defence

  • For  Helldusk Armour and  Elven Chain, both of which lack a proficiency group, Defence does not consider them as armour proper. To work around this, these items have a hidden passive which grants +1 AC if the wearer has the Defence passive. However, if the wearer also has another piece of armour equipped which has a proficiency group, the normal +1 AC from Defence is additionally applied, for a total of +2 AC.

Defensive Duellist Defensive Duellist

  • Unlike similar reactions (Shield Master: Block), the icon for Defensive Duellist in the reactions tab does not "gray out" when the reaction is unavailable due to an incompatible equipped weapon.

Deflect Missiles Deflect Missiles

  • Damage does not need to be reduced to 0 in order to redirect the attack.
  • Against ranged attacks that fire multiple projectiles, such as Multiattack (Ranged) Multiattack (Ranged) or dual wielded Hand Crossbows, only the last attack can be deflected to reduce its damage. None of the projectiles can be thrown back with Deflect Missiles: Redirect Deflect Missiles: Redirect.

Defy Villainy Defy Villainy

Destructive Wrath Destructive Wrath

Dextrous Evasion Dextrous Evasion

  • The description for Dextrous Evasion in-game is incorrect. It states "When you make" instead of "When you fail" a Dexterity saving throw.
  • This reaction is not triggered by saving throws originating from surfaces such as Ice Ice or areas like Wall of Fire Wall of Fire.
  • As this reaction simply sets the wearer's saving throw roll to 20, if the save DC is higher than 20, they will still fail the save.

Displacement Displacement

  • Displaced is not removed by anything the game does not consider to be a hit, even if it deals damage. This includes the following:
    • A successful save against a damage dealing spell, even when the spell still deals half damage on a save.
    • Tenacity Tenacity damage.

Divine Allegiance Divine Allegiance

Dolor Amarus Dolor Amarus

  • Despite the description, Dolor Amarus does not deal an additional 7 damage on unarmed attack critical hits (including Throw Throw attacks).

Dread Ambusher Dread 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 Ambush Dread 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 Hewer Dreadful Hewer

Duelling Duelling

  • A thrown Duelling weapon does not receive any additional damage unless it possesses the Thrown Thrown weapon property.

Duergar Resilience Duergar Resilience

Durable Durable

  • This feat's ability score increase follows the priority order for capped bonuses. If uncapped bonuses have already raised the score to 20 or higher, then this feat's ability score increase is not applied.
  • This feat's ability score increase applies in Wild Shape and Slayer forms.

Eight Legged Waltz Eight Legged Waltz

  • This passive has no effect at all.

Eldritch Strike Eldritch 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 Affinity: Resistance Elemental Affinity: Resistance

  • The code does not specifically check that a damaging spell is cast, only that an action flagged with the appropriate elemental type is used. This causes the reaction to trigger on many more actions than would otherwise be expected. Additionally, the code does not check that the caster is lacking the resistance before prompting the reaction, potentially wasting a  Sorcery Point.

Elemental Resonance Elemental Resonance

  • The resistance effect from Elemental Resonance overwrites and replaces any existing elixir effect on the character due to having the same stack ID.

Entropic Ward Entropic Ward

Evasive Instinct Evasive Instinct

  •  Helldusk Armour and  Elven Chain lack an armour proficiency group, and so can be worn by any character without incurring the normal penalties for lacking proficiency. Because they lack a proficiency group, both armours are not seen as armour proper by Evasive Instinct and can therefore be used in combination with it.

Ever Vigilant Ever 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 Training Exceptional 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) Dash Dash after. However, if a companion uses Dash Dash 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 Dash Dash condition.

Executioner Executioner

  • 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 Lacerate Lacerate, Executioner attempts to apply its 'Natural 20' effect to the enemy's saving throw as well as the character's attack. This creates a risk of wasting the Executioner Executioner condition to help the enemy.
  • If the Executioner reaction is set to 'Automatic': the game forces the character's attack roll to a 20 (a Critical Hit) but also forces the target’s Saving Throw to a 20. This grants the enemy a high probability of resisting the secondary effect (e.g., they take the damage but are not pushed).
    • If the Executioner reaction is set to 'Ask': The game triggers two separate prompts:
      • First Prompt: asks to turn the character's attack roll into a 20. (Recommend: Yes)
      • Second Prompt: asks to turn the enemy's Saving Throw into a 20. (Recommend: No)
        • If the character accepts the second prompt, the Executioner Executioner condition is consumed, and the enemy receives a large bonus to their save.
    • Note: While Saving Throws do not technically 'critically succeed' on a 20, the high roll often results in the enemy resisting the effect.
  • Wasted Charges: due to a scripting error, Executioner Executioner fails to check if the attacking character has already rolled a Natural 20 normally. If the character lands a critical hit on their own, the reaction can still trigger (and be consumed) if they either accept the reaction prompt or have it set to 'Automatic'.

Exotic Material Exotic 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 Divination Expert Divination

  • Prophecy: Delivering Alms Prophecy: Delivering Alms can never be completed because it references a passive which does not exist in the game code.
  • Divination Wizards can only have one die per value, yet the game only ensures unique values for Portent Dice granted after long rests. This means a fulfilled Prophecy might result in no extra die if a wizard already has a die with the same value. For example, a wizard with 2 remaining Portent Dice has a 10% chance of not getting a new die, while a wizard with a single remaining die has a 5% chance.
  • Casting area of effect spells while not in turn-based mode can make prophecies activated by dealing a certain damage type trigger multiple times, resulting in multiple new Portent Dice, often overcoming the limit of 3. For example, casting a Fireball Fireball with Lightning Charges Lightning Charges against a group of five enemies while outside of combat and having both Prophecy: Burn After Reading Prophecy: Burn After Reading and Prophecy: Shocking Revelation Prophecy: Shocking Revelation results in up to 10 new Portent Dice for a Divination Wizard, as both prophecies are triggered once per enemy.

Extra Attack Extra Attack

Fancy Footwork Fancy Footwork

  • Enemies with the War Caster War Caster or Polearm Master Polearm 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 Beginnings Favourable 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 Coldbrim Chill from  Coldbrim Hat.

Fervent Flames Fervent 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 Blessing Fiendish Blessing

  • This passive is not Highlighted, and thus may not always be visible in an NPC's Notable Features list.

Fiendish Fire Fiendish Fire

  • While the Fiendish Fire saving throw triggers on all damage dealt by the wielder (including spells and other weapons), the effect is actually applied only 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 Return Fiery Return

Fire Acuity Fire Acuity

  • Fire Acuity only functions once per attack, despite the in-game tooltip stating "whenever" you deal fire damage. It does however work for every ray of Scorching Ray Scorching Ray, since each ray makes a separate attack roll.

First Blood First Blood

Flaming Shroud Flaming Shroud

  • Despite the tooltip stating that an attacker receives Burning Burning upon damaging the wearer, Flaming Shroud requires failing a DC 12 Dexterity Saving Throw DC 12 Dexterity 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 Strike Flying Strike

Freecast Freecast

  • Freecast can be easily reset by having another character apply a condition (such as Guidance Guidance or Aura of Protection Aura of Protection) on the character seeking to (re)use Freecast.
  • Freecast becomes disabled when equipping or unequipping a weapon from the ranged weapon slot. It can be re-enabled by re-equipping a melee weapon.

Fury In The Marrow Fury 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 Small Fury 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 Strider Genial Strider

Githyanki War Magic Githyanki War Magic

  • This passive is not Highlighted, and thus may not always be visible in an NPC's Notable Features list.

Godswill Godswill

  • 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 the amulet is unequipped, the extra charge does not reappear if re-equipped before a long rest; at this point it cannot be restored with a short rest.
  • The additional Channel Divinity Charge does not incur the amulet's once-per-rest cooldown if spent on Destructive Wrath Destructive Wrath, Guided Strike Guided Strike, Touch of Death Touch of Death, or War God's Blessing War God's Blessing. If spent in this manner, simply unequipping and reequipping the amulet restores the Channel Divinity Charge.

Grave Magic Grave 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 Fighting Great 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 Throw Throw attacks using weapons with the Thrown Thrown property that are not equipped (i.e., in the character's inventory, in a container, or on the ground).

Great Weapon Master: All In Great 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.

Great Weapon Master: Bonus Attack Great Weapon Master: Bonus Attack

  • If a character makes an attack that either starts a combat or makes the character join the first round of an in-progress combat, and the attack triggers the Great Weapon Master: Bonus Attack Great Weapon Master: Bonus Attack condition, then that condition is removed as soon as the character's turn starts. This effectively means such attacks do not grant Great Weapon Master: Bonus Attack.
  • Killing a druid on the very next attack after the druid had lost a Wild Shape Wild Shape form, but before that druid's next turn, will not trigger this feature.

Great Wyrm's Scales Great Wyrm's Scales

  • This passive is not Highlighted, and thus may not always be visible in an NPC's Notable Features list.

Grievous Retribution Grievous Retribution

  • The in game tooltip incorrectly states Grievous Retribution grants 1 turn of Wrath; it actually grants 2 turns of the condition.

Grim Harvest Grim Harvest

  • Despite the description, there is no restriction in the code to prevent this feature from triggering on undead and constructs.

Grit Grit

  • Rather than only replenishing once per turn, Grit activates each time the wearer's total hit 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 Ice Heart of Ice

  • The in-game description also says "A Frostbitten creature that takes Cold damage will take an additional 1 Cold damage per turn of Frostbite remaining." However, it has no interaction or relation with the inaccessible Frostbite Frostbite condition.

Heart of the Storm Heart 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.

Heavily Armoured Heavily Armoured

  • This feat's ability score increase follows the priority order for capped bonuses. If uncapped bonuses have already raised the score to 20 or higher, then this feat's ability score increase is not applied.
  • This feat's ability score increase applies in Wild Shape and Slayer forms.

Heavy Armour Master Heavy Armour Master

  • This feat works for all incoming physical damage (Slashing⁠Slashing, Bludgeoning⁠Bludgeoning, or Piercing⁠Piercing), magical or not. Of note: it does not reduce physical self-damage dealt as a result of Searing Blood Searing Blood or The Scourge Mistress' Bane The Scourge Mistress' Bane.
  • This feat's ability score increase follows the priority order for capped bonuses. If uncapped bonuses have already raised the score to 20 or higher, then this feat's ability score increase is not applied.
  • This feat's ability score increase applies in Wild Shape and Slayer forms.

Hellstalker Hellstalker

  • The saving throw for Hellstalker generally does not show in the combat log.

Helm's Protection Helm's Protection

Homing Weapon Homing 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. Additionally, when a dropped weapon with this passive is subsequently picked up and thrown (regardless of which character throws it), it will return to the Main Hand (melee) of the character who initially dropped the item.

Hunter's Eye Hunter'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 Corrosion Ichorous 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 Persuasion Illithid Persuasion

  • A bug may occur where one may receive the "True Soul" tag early - on the 4th use.

Illusion Quickening Illusion Quickening

  • Any weapon attack triggers Illusion Quickening, even against world items.

Illusory Self Illusory Self

Immutable Form Immutable Form

Improved Elemental Casting Improved Elemental Casting

  • The spell tooltip link for Embrace of the Inferno does not function as the code incorrectly links to Target_ScorchingRay_Monk, which does not exist.

Impulse Blast Impulse Blast

  • Despite suggesting it automatically knocks nearby enemies prone, Impulse Blast has a hidden DC 14 Dexterity Saving Throw DC 14 Dexterity Saving Throw.

Indomitable Indomitable

Infernal Acuity Infernal Acuity

  • The Infernal Acuity passive grants the wearer +1 all attack rolls.

Infernal Evasion Infernal Evasion

  • The description in-game states the reaction can only be used once per Long Rest, when it is set to once per any rest.
  • On spells that have both an attack roll and a saving throw roll, such as Ensnaring Strike Ensnaring Strike, the +99 is added to the attacker's attack roll instead of the defender's saving throw.
  • This reaction still triggers on saving throws that are already successful, wasting the effect.

Infernal Sight Infernal Sight

Infernal Weapon Infernal Weapon

  • The roll for the Poisoned 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 DC 12 Constitution Saving Throw, this can give the impression that the poison effect does not work at all.

Infested Infested

  • Due to a coding error, Infested displays a saving throw made by the ettercap in the combat log when attacked.

Intense Adamantine Backlash Intense Adamantine Backlash

  • If the attacking creature is already reeling, the attack clears the condition, but it is not reapplied.

Interplanar Slayer Interplanar 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.

Ironvine Ironvine

  • Ironvine activates on any attack, not just melee attacks.

Keeper of the Veil Keeper of the Veil

  • Despite the tooltip stating otherwise, Protection from Evil and Good does not cost a level 1 spell slot.

Land's Stride: Advantage Land's Stride: Advantage

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

Last Stand Last Stand

  • Last Stand only applies 1 turn of Wrath.

Lathander's Blessing Lathander's Blessing

  • Lathander's Blessing does not heal allies of the wielder, but rather only active party members nearby.
  • Due to the way the healing is coded, the attacker who triggered Lathander's Blessing is considered to be the source of the healing. As a result, the healing does not trigger on-heal effects such as Blessed Mercy Blessed Mercy from  The Whispering Promise when equipped by the wielder.
  • Due to an incorrectly set TargetConditions field, the additional 1d6⁠Hit Points⁠Hit Points affect 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 Point⁠Hit Point (from being stabilised) or 1d6⁠Hit Points⁠Hit Points, rather than the expected 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 cooldown of once per long rest only refreshes for the wielder during a long rest. Equipping the weapon on another character who did not wield the weapon during a long rest does not allow the passive to trigger again. Additionally, Lathander's Blessing is not reset when consuming a  Potion of Angelic Slumber or when affected by Divine Intervention: Opulent Revival Divine Intervention: Opulent Revival.

Leap to Your Feet Leap 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 Rebuke Legendary Action: Beguiling Rebuke

  • Beguiled Beguiled lacks the proper Charmed status group, and as such will not be removed or prevented by typical means.
  • The extra description in this passive appears to be misplaced, as it has no relevance in this case.

Legendary Action: Ocular Nightmare Legendary Action: Ocular Nightmare

  • Paranoid Dream increases if the Spectator Spectator is targeted with Mage Armour Mage Armour cast by one of the formerly petrified Drow.

Legendary Action: Psionic Visage Legendary Action: Psionic Visage

  • This reaction lacks code which checks that the source of the "attack" is an enemy, causing Nere to trigger this reaction when he uses Dash Dash on himself.

Lesser Infernal Retribution 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.
  • Though Lesser Infernal Retribution states an attacker must be within 2 m (7 ft), it actually only triggers on a melee attack.

Lesser Infernal Touch Lesser Infernal Touch

  • On thrown weapon attacks, Lesser Infernal Touch applies both the extra fire damage meant for weapon attacks and the Bleeding effect meant for unarmed attacks.
  • The target's DC 13 Constitution Saving Throw DC 13 Constitution Saving Throw to resist the Bleeding Bleeding condition from Lesser Infernal Touch does not appear in the combat log.

Lethal Weapon Lethal Weapon

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

Life Essence Harvest Life Essence Harvest

  • Casting a Necromancy cantrip consumes the Life Essence Harvest charge, even though the character's cast bar does not highlight the cantrip to indicate it will use the effect.

Life Stealing Critical Life 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.

Lifecharger Lifecharger

  • 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 Realms Luck of the Far Realms

Lucky Lucky

  • 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 Fortitude Lunar Bestial Fortitude

  • Lunar Protection Lunar Protection granted by Lunar Bestial Fortitude incorrectly states it provides a +1d4 bonus to Armour Class; it is a flat +2 bonus.
  • Lunar Protection persists on the character after unequipping Armour of Moonbasking while affected by Starry Form.
  • When affected by a Starry Form, the bonus AC is applied a second time, resulting in a total AC bonus of 4.

Lunar Bestial Vitality Lunar Bestial Vitality

Mage Slayer: Attack Caster Mage Slayer: Attack Caster

Magic Club Magic 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 attacks instead of just weapon attacks, and it triggers twice if dual wielded. Most damage riders also stack with each instance of this damage.

Magic Initiate: Cleric Magic Initiate: Cleric

Magic Initiate: Sorcerer Magic Initiate: Sorcerer

  • When provided by this feat, Shield 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.

Magic Initiate: Wizard Magic Initiate: Wizard

  • When provided by this feat, Shield 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.

Magic Resistance Magic Resistance

  • This passive is not Highlighted, and thus may not always be visible in an NPC's Notable Features list.

Marksmanship Marksmanship

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

Martial Arts: Bonus Unarmed Strike Martial Arts: Bonus Unarmed Strike

Martial Bravery Martial 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 Master Medium Armour Master

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

Mental Inhibition Mental Inhibition

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

Metamagic: Extended Spell Metamagic: Extended Spell

  • This passive triggers upon use of Burning Hands Burning Hands when upcast to spell slot level 3 or above.

Metamagic: Twinned Spell 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 Ensnaring Strike.

Misty Presence Misty Presence

  • Due to a coding error, this passive does not correctly cast Invisibility (He Who Was) Invisibility (He Who Was) on He Who Was and interrupts multi-hit attacks. Additionally, this passive is supposed to cost He Who Was a reaction point to trigger, but costs the attacker a reaction point instead.

Mobile: Evade Difficult Terrain Mobile: Evade Difficult Terrain

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

Monsterslayer Monsterslayer

  • The Monsterslayer damage bonus is added to all weapon attacks made by the wielder against Monstrosity foes well as a 1d4 bonus to all attack rolls against such foes, including spell attacks.

Mortal Reminder Mortal Reminder

Multiattack: Wounded Multiattack: Wounded

  • The in-game tooltip always says the hit point threshold is 40%, even in difficulties where it is increased to 70%. See Multiattack for implementation details.

Murder Hungry Murder Hungry

  • A druid using a Wild Shape Wild Shape form that receives enough damage to lose the form triggers this feature.

Murderous Sight Murderous Sight

  • The stated Darkvision range of 3 m (10 ft) is incorrect. The DarkvisionRange(3) boost from this passive adds to the MinimumDetectionRange value of 2 found on all characters, effectively providing a Darkvision range of 5 m (17 ft).

Muscular Muscular

  • This passive is not Highlighted, and thus may not always be visible in an NPC's Notable Features list.

Mystra's Blessing Mystra'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 Embrace Nature's Embrace

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

Nimble Attack Nimble Attack

  • Momentum applies multiple times per attack with spells that are considered weapon attacks and include multiple DealDamage functions, such as Booming Blade Booming Blade and the various Smite spells.

Otherworldly Leap Otherworldly Leap

  • Unlike other Eldritch Invocations which grant variants of spells that have had their spell slot costs removed (such as Beast Speech Beast Speech), this simply grants Enchance Leap which, as a ritual spell, will cost a warlock spell slot while cast in turn-based mode.

Pact of the Tome Pact of the Tome

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

Patriar's Memory Patriar's Memory

  • The tooltip incorrectly states that this feature grants +2 Charisma, rather than +1.

Polearm Master: Opportunity Attack Polearm Master: Opportunity Attack

  • This feature is still able to attack targets that have either Panache Panache or Fancy Footwork Fancy Footwork.
  • Due to a reaction timing issue, this feature does not function with Sentinel: Snare Sentinel: Snare and a weapon with Extra Reach to stop creatures from entering within their 1.5 m (5 ft) melee range. The Opportunity Attack reaction window will prompt at 2.5 m (8 ft), but the attack will not be made until the creature has already moved to within 1.5 m (5 ft).

Portent Portent

  • 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 Resistance Legendary 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 Pattern Hypnotic Pattern before joining combat can easily result in all enemies disabled by forcing a fail on their saving throw by spending a single Portent die.
    • Prophecies activated by dealing some typed damage can be triggered multiple times, resulting in multiple new Portent dice, often overcoming the limit of 3. Example: Casting a Fireball Fireball with Lightning Charges Lightning Charges against a group of 5 enemies before joining combat under both Prophecy: Burn After Reading Prophecy: Burn After Reading and Prophecy: Shocking Revelation Prophecy: Shocking Revelation results in up to 10 new Portent dice for the Divination Wizard, as both prophecies will be triggered once per enemy.
  • Due to a bug in reaction processing, if Portent forces an enemy to fail a saving throw, a few abilities with multiple requirements have those requirements ignored. This is known to happen with Piercing Shot Piercing Shot, Profane Scourge Profane Scourge, and Slay Slay.

Prey Upon the Weak Prey 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 Upon the Weak from Crimson Mischief does not function in Honour mode. However, the Murderous Cut version does work.

Prey's Scent Prey'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.

Protection Protection

Psionic Dominance Psionic Dominance

Psionic Empowerment Psionic Empowerment

  • This passive is not Highlighted, and thus not visible in an NPC's passive list.

Rakish Audacity Rakish Audacity

Rampage Rampage

  • Despite the description, this features lacks any code to allow a Gnoll to bite using a bonus action.

Raven Sight Raven Sight

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

Rebuke of the Mighty 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.

Relentless Revenge Relentless Revenge

  • In Honour mode, once the wielder has 50% hit points hit 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 Talent Reliable Talent

  • When Karmic Dice are enabled, opposed dialogue checks have a chance of automatically failing.'"`UNIQ--ref-0000009B-QINU`"' This includes rolls that would have otherwise been a guaranteed success due to Reliable Talent.

Resilient: Charisma Resilient: Charisma

  • This feat's ability score increase follows the priority order for capped bonuses. If uncapped bonuses have already raised the score to 20 or higher, then this feat's ability score increase is not applied.
  • This feat's ability score increase applies in Slayer form.

Resilient: Constitution Resilient: Constitution

  • This feat's ability score increase follows the priority order for capped bonuses. If uncapped bonuses have already raised the score to 20 or higher, then this feat's ability score increase is not applied.
  • This feat's ability score increase applies in Wild Shape and Slayer forms.

Resilient: Dexterity Resilient: Dexterity

  • This feat's ability score increase follows the priority order for capped bonuses. If uncapped bonuses have already raised the score to 20 or higher, then this feat's ability score increase is not applied.
  • This feat's ability score increase applies in Wild Shape and Slayer forms.

Resilient: Intelligence Resilient: Intelligence

  • This feat's ability score increase follows the priority order for capped bonuses. If uncapped bonuses have already raised the score to 20 or higher, then this feat's ability score increase is not applied.
  • This feat's ability score increase applies in Slayer form.

Resilient: Strength Resilient: Strength

  • This feat's ability score increase follows the priority order for capped bonuses. If uncapped bonuses have already raised the score to 20 or higher, then this feat's ability score increase is not applied.
  • This feat's ability score increase applies in Wild Shape and Slayer forms.

Resilient: Wisdom Resilient: Wisdom

  • This feat's ability score increase follows the priority order for capped bonuses. If uncapped bonuses have already raised the score to 20 or higher, then this feat's ability score increase is not applied.
  • This feat's ability score increase applies in Slayer form.

Ruintamer Heart Ruintamer Heart

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

Running Jump Running 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) on the next turn immediately following a turn on which it was used, but it cannot actually be used again until the character uses a Dash Dash action.

Rupturing Rupturing

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

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