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Rope

5 Gold, 5 lbs

Rope, usually used for securing objects, vehicles, or creatures, is usually 50 ft. in length.

1 Minute - 1 Creature or Object (Touch)

You tie up a creature that is willing, grappled, incapacitated, or restrained.

Sleight of Hand (DC 10/15)

  • Success (DC 10): The creature is restrained. Their escape DC is 20.*

  • Success (DC 15): The creature is restrained. Their escape DC is 30.*

  • Rope: Has an AC of 10, is immune to bludgeoning, poison, and psychic damage, and must take 5 damage at once to break. After breaking, an attempt to escape the rope automatically succeeds, but still takes an action.

  • Failure: No effect.

 

Escape Rope

Action - Touch

Athletics Check or Acrobatics Check (DC 20/30)

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

  • Failure: No effect.


Free Creature from Rope

Action - 1 Creature (5 ft.)

A creature that isn't restrained can attempt to free a tied creature without destroying the rope.

Sleight of Hand Check (DC 10)

  • Success: Creature or object is 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 DCs should be 20 and 25.

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