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 10
hit 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:
Bugs
- Soul Catching has numerous errors:
- It states it requires an "unarmed hit" while the condition states "hit a creature with an unarmed attack". Functionally, any damaging unarmed attack will trigger the effect, even against world items.
- It states the wielder regains 10
hit points, but instead it grants an ability that when used provides the healing.
- It states the wielder may gain Advantage on Attack Rolls and Saving Throws until the end of their next turn, while the Grasp Essence condition states the wielder may gain Advantage on Attack Rolls or Saving Throws before the end of their next turn.
- Advantage is not actually gained, but rather an Interrupt is granted that provides the wielder with a choice of either adding a +5 bonus to a single attack roll or to a single saving throw, at which time the Grasp Essence condition is removed.
- Due to a coding error, Grasp Essence will be removed from the wielder if it takes damage and does not have any temporary HP.