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.