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.