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Soul Catching: Difference between revisions

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(Added the note about what this effect actually does.)
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| condition duration = 2
| condition duration = 2
| recharge = Per Turn
| recharge = Per Turn
| granted by items = Gloves of Soul Catching
| notes =  
| notes = Due to what are likely game engine limitations, this effect does not actually grant Advantage. Instead, it grants a +5 bonus to a single attack or saving throw.
* Due to what are likely game engine limitations, this effect does not actually grant Advantage. Instead, it grants a +5 bonus to a ''single'' attack or saving throw. For some attacks that can hit multiple enemies, such as Primal Stampede, this +5 bonus can be applied to each attack roll.
* Soul Catching can be used on objects and party members to gain Grasp Essence outside combat.
* Combat log shows a saving throw for gaining and using Grasp Essence, but they always work no matter whether the roll fails or succeeds.
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Latest revision as of 21:37, 9 November 2024

Soul Catching is a passive feature that heals the wearer if they hit someone while unarmed.

Description

Once per turn, on an unarmed hit, you regain 10hit points. Alternatively, you may forego healing to gain Advantage Icon.png Advantage on Attack rolls and Saving throws until the end of your next turn.

Details

Recharge: Per Turn

Condition: Grasp Essence

Grasp Essence Grasp Essence

Duration: 2 turns

  • When you hit a creature with an unarmed attack, you can regain 10hit points or choose to gain Advantage Icon.png Advantage on Attack Rolls or Saving Throws before the end of your next turn.

How to learn

Granted by the equipment:

Notes

  • Due to what are likely game engine limitations, this effect does not actually grant Advantage. Instead, it grants a +5 bonus to a single attack or saving throw. For some attacks that can hit multiple enemies, such as Primal Stampede, this +5 bonus can be applied to each attack roll.
  • Soul Catching can be used on objects and party members to gain Grasp Essence outside combat.
  • Combat log shows a saving throw for gaining and using Grasp Essence, but they always work no matter whether the roll fails or succeeds.