Rope
D&D 5e · 2024·Adventuring gear·No attunement
- Type
- Adventuring gear
- Weight
- 5 lb
- Attunement
- Not required
- Rarity
- Nonmagical
- Price
- 1 GP
Using Rope
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.
Full item details & properties
Tags & related references
Rope FAQ
Does Rope require attunement?
No. This entry does not require attunement; follow its activation and use rules.
Is the listed price a guaranteed purchase price?
The listed price is a reference from this catalogue entry. Availability and the final price depend on your game and GM.