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ARCANIST |
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Arcanist |
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Arcanist: Infusion |
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Slithering Rope This infusion can
be placed on a rope or a chain no longer than 60 feet. It has AC 20, 20
hit points, and it regains 1 hit point every 5 minutes as long as it has at
least 1 hit point. If the rope drops to 0 hit points, it reforms after 1 hour
with 1 hit point. The rope is immune
to bludgeoning, poison, and psychic damage. |
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Infusion Options |
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Entangling Rope When you hold one
end of the rope, you can use an action to speak its command word, the other
end then darts forward to entangle a creature you can see within 20 feet of
the other end of the rope. The target must succeed on a Dexterity saving
throw or become restrained by the rope. You can release the creature
by using a bonus action to speak a second command word. A target restrained
by the rope can use an action to make a Strength or Dexterity saving throw
(its choice). On a success, the creature is no longer restrained by
the rope. Rope of Climbing When you hold one
end of the rope, you can use an action to speak a command word to animate the
rope. As a bonus action, you can command the other end to move toward a
destination of your choice that you can see. The end of the rope moves 10
feet on your turn when commanded and 10 feet on each of your subsequent turns
until reaching its destination, or you command it to stop (no action
required). You can also tell the rope to fasten itself securely to an object
or to unfasten itself, to knot or unknot itself, or to coil itself for
carrying. If you tell the rope to knot, large knots appear at 1-foot
intervals along the rope. While knotted, the rope shortens to a 50-foot
length and grants advantage on checks made to climb it. Shackling Rope You can use an
action to have this rope tie up an incapacitated creature. The rope adjusts
to fit a creature of Small to Large size. The creature is restrained
by the rope and cannot use its hands, though you may decide that the
creature’s feet are free allowing the creature to retain its speed while restrained
by the rope. A restrained creature cannot deal damage to the rope in
any way. In addition, the rope prevents a creature bound by it from using any
method of extradimensional movement, including teleportation or travelling to
a different plane of existence. Though, the rope does not prevent the
creature from passing through an interdimensional portal. You and any
creature designated by you, when the rope is used to bind a creature, can use
an action to remove the rope again. Once every day, the bound creature can
make a DC 30 Strength or Dexterity saving throw. On a success, the creature
breaks free. |