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Soul Catching: Difference between revisions
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| condition duration = 2 | | condition duration = 2 | ||
| recharge = Per Turn | | recharge = Per Turn | ||
| 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. | | 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 party members outside combat to gain Grasp Essence. | |||
* Combat log shows a saving throw for gaining and using Grasp Essence, but they always work no matter whether the roll fails or succeeds. | |||
}} | }} |
Revision as of 17:24, 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 on Attack rolls and Saving throws until the end of your next turn.
Details
- Recharge: Per Turn
Condition: Grasp Essence
Duration: 2 turns
- When you hit a creature with an unarmed attack, you can regain 10hit points or choose to gain 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 party members outside combat to gain Grasp Essence.
- Combat log shows a saving throw for gaining and using Grasp Essence, but they always work no matter whether the roll fails or succeeds.