Roleplaying Resources

Binding Silk

System:
Author:The DM
2018-03-14
2013-09-13

This six-inch strip of rich black cloth is one of the set of Six Silks. Once per day, it can be commanded to fly toward a target creature. It grows until it is long enough to wrap and bind the creature, becoming more restrictive over time, as follows:

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  • Round 1: The target must succeed at a DC12 strength or dexterity check to avoid being bound. An affected creature moves at half speed, and has disadvantage to dexterity checks and dexterity-based attack rolls.
  • Round 2: The target must succeed at a DC13 strength check. Failure means the target cannot move more than five feet per round, and has disadvantage on all attack rolls, and all skill checks that require motion. In addition, the target must make DC 20 concentration checks at the beginning of every round to maintain a spell.
  • Round 3: The target must succeed at a DC14 check, or be rooted to the spot. The target cannot move, and must succeed at a DC 20 concentration check to cast any spell.
  • Round 4: The target must succeed at a DC15 check, or become completely immobilized. The target cannot make skill checks requiring motion or attack rolls, and cannot cast spells requiring somatic or material components.
  • Round 5: The target must succeed at a DC16 check, or become paralyzed. The target cannot speak or cast spells.
  • Round 6-10: The target must make a DC17 check, or take 1d6 damage.
  • Round 11: Same as fifth.
  • Round 12: Same as forth.
  • Round 13: Same as third.
  • Round 14: Same as second.
  • Round 15: Same as first.
  • Round 16: The target is released.

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  • Round 1: The target must make a DC12 strength or escape artist check to avoid being bound. An affected creature moves at half speed, and has a -2 penalty to dexterity-based checks, including attacks rolls using Weapon Finesse.
  • Round 2: The target must make a DC13 check. Failure means the target cannot move more than five feet per round, and has a -2 penalty to all skill checks that require motion, a -4 penalty to attack rolls, and a 20% spell failure chance for any spell requiring somatic or material components.
  • Round 3: The target must make a DC14 check, or be rooted to the spot. The target has a -6 penalty to skill checks requiring motion and all attack rolls, and a 50% arcane spell failure chance for any spell requiring somatic or material components.
  • Round 4: The target must make a DC15 check, or become completely immobilized. The target cannot make skill checks requiring motion or attack rolls, and has a 70% arcane spell failure chance for any spell requiring somatic or material components.
  • Round 5: The target must make a DC16 check, or become bound and gagged to the point of near paralysis. The target cannot speak or cast spells requiring verbal, material or somatic components.
  • Round 6-10: The target must make a DC17 check, or have great difficulty breathing. Failure means the target takes 1d6 damage.
  • Round 11: Same as fifth.
  • Round 12: Same as forth.
  • Round 13: Same as third.
  • Round 14: Same as second.
  • Round 15: Same as first.
  • Round 16: The target is released.

Any successful check results in the bonds being broken. There is a 50% chance that the silk is destroyed. Otherwise, if the owner of the Silk is within 200 feet, it flies back to its owner.

Value: Uncommon
Value: Black Tentacles
Components: 1400gp