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Manacles

5 Gold, 6 lbs

Manacles are meant to bind a single creature. They come with a small key.

Action - 1 or 2 Creatures (Touch)

You bind the hands of a creature that is willing, incapacitated, or restrained.

Sleight of Hand (DC 10)

  • Success (DC 10): The creature is bound in one of the following ways:

    • Hands: Target's hands are bound. They have disadvantage on attack rolls and sleight of hand checks, can't grapple a creature, and can't use the somatic components of spells.

    • Feet: Target's feet are bound. They have disadvantage on dexterity saves and acrobatics checks, and their speed is halved.

    • Shackle to Object/Creature: Target is grappled by the object. A creature cannot be pushed to break this grapple. Creatures shackled together can move at half speed if moving simultaneously.

  • Manacles: Has an AC of 18, is immune to poison and psychic damage, resistant to non-adamantine physical, cold, electric, fire, necrotic, and sonic damage, and must take 5 damage at once to break.

  • Failure: No effect.

 

Escape Manacles

Action - Touch

Athletics Check or Acrobatics Check (DC 30)*

  • Success: Creature is no longer bound. If using athletics, the manacles are broken.

  • Failure: No effect.


Unlock Manacles

Action - Touch

A creature can either use a key or thieves' tools. If using thieves' tools, they must make a sleight of hand check.

Sleight of Hand Check (DC 15)

  • Success: Target(s) are no longer bound.

  • Failure: No effect.


*Remember that with Elkan rules, you add +5 to a natural 20s with skill checks. If not using this rule, the DC to escape manacles is 25.


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