Rope

Category
Adventuring Gear
Cost
1.00 gp
Weight
5.000 lb
Difficulty Class
DC 10 Dexterity
Difficulty Class
DC 20 Strength
Difficulty Class
DC 15 Dexterity

As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.

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