Restraint

When creatures surrender but you don’t want to risk killing them. Some situations can naturally be neutralized by dropping a cage in the right place, but such conveniences are rare. More often restraining your foe is going to involves rope and cuffs.

Poise breaking an already grappled creature allows you to put cuffs on them. This completely prevents the use of their arms outside of simple item interactions. Cuffs can also be placed on the legs to reduce a creatures speed to 15. Combat maneuvers made against a cuffed creature have advantage. Cuffs are difficult to escape, and even harder to break. They typically require outside assistance in order to be removed. Because cuffs are typically made from iron and steel, they can take a significant beating.

Below are more precise details on the DCs to break, unlock and escape if you find yourself in a bind.

DC to break (athletics) or lockpick (SoH) is dependent on the type of material. Athletics tends to be less subtle.

Solid toughness is DC 25. Adamantine toughness is 35. Transmundane is 40.

Creatures that are bound can try to free themselves, but take a -5 penalty.

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