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Manacles

Common 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, lightning, fire, necrotic, and thunder 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.