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Trap on a Rope

wondrous item, uncommon

This seemingly mundane item combines a heavy steel bear trap with a 15-foot hemp rope.

Throw Trap

You can use an action to throw the Trap on a Rope at a creature within 15 feet of you. The target must make a DC 13 Dexterity saving throw. On a fail, the target takes piercing damage and is Tethered to you (see Tethered below). On it's turn, the target can use it's action to make a DC 15 Strength (Athletics) check. On a success, the creature breaks free of the tether.
Hit or miss, after using the Trap on a Rope, you need to use an action to reset the trap before you can use it again.

Tethered

While tethered, the target's speed is halved, and its movement is limited to 15 feet away from you in any direction. Once per turn, the target can make a Strength (Athletics) check contested by your Strength (Athletics) check to try to pull you along as it moves (no action required). If the tethered creature is two sizes larger than you, it automatically succeeds on this check, dragging you with it.

Disarming the trap

A creature other than the target of the tether can use its action to attempt to disarm the trap with thieves' tools. The DC to disarm the trap is 13. On a success, the trap opens and the tethered creature is released.
Illustration: Timmmi
background image

Trap on a Rope

wondrous item, uncommon

This seemingly mundane item combines a heavy steel bear trap with a 15-foot hemp rope.

Throw Trap

You can use an action to throw the Trap on a Rope at a creature within 15 feet of you. The target must make a DC 13 Dexterity saving throw. On a fail, the target takes piercing damage and is Tethered to you (see Tethered below). On it's turn, the target can use it's action to make a DC 15 Strength (Athletics) check. On a success, the creature breaks free of the tether.
Hit or miss, after using the Trap on a Rope, you need to use an action to reset the trap before you can use it again.

Tethered

While tethered, the target's speed is halved, and its movement is limited to 15 feet away from you in any direction. Once per turn, the target can make a Strength (Athletics) check contested by your Strength (Athletics) check to try to pull you along as it moves (no action required). If the tethered creature is two sizes larger than you, it automatically succeeds on this check, dragging you with it.

Disarming the trap

A creature other than the target of the tether can use its action to attempt to disarm the trap with thieves' tools. The DC to disarm the trap is 13. On a success, the trap opens and the tethered creature is released.

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