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Leaded Restraint
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Rarity: Uncommon (usually)
Aura: Undetectable, even if magical
This is a template for various restraints where lead has been added as an integral component, a plating, or substantial layer of some kind.
Lead has an ability to block the effects of many spells, including but not limited to divination. A leaded restraint appears nonmagical, even if it is, and has no aura via Detect Magic.
Similarly, while worn, a creature cannot cast spells, nor can it invoke its spell-like (Sp) and supernatural (Su) abilities, but it spends any resources required to attempt to do so. [Although not recorded in DnD 5e, spell-like abilities are innately-castable spells, and supernatural abilities are other feats granted to creatures whose basic implementation is contingent on magic (such as dragon's breath, or the Change Shape ability). As a litmus test, both types of abilities would be ineffective within an Antimagic Field.] The effect has no area (unlike Antimagic Field), but is localized to the wearing creature--in particular, the wearer can be affected by spells as usual.
Lead is a soft metal. If the restraint itself is made principally of lead, a typical set of manacles for a medium humanoid would require STR SAV (DC 20) to break (difficult, but not impossible).
Lead is also quite heavy, at ~700 pounds per cubic foot. Even if not binding the body, as with manacles, add a restraint's weight to the carrying weight of the creature; if the carrying weight exceeds that creature's carrying capacity, it becomes restrained (as in the status effect) until it is released, or its carried weight falls below its carrying capacity.
Example items of this template:
- Lead manacles: STR CHK DC 20 to break free (destroying the manacles); DEX CHK DC 20 to escape (the manacles remain locked); DEX CHK DC 15 to pick the lock for a creature proficient and capable of using thieves' tools; AC 15, HP 15, weight 5 pounds. The manacles are produced with a matching key that allows a creature to unlock them as an action. While worn by a humanoid, the creature cannot cast spells with S components [though this is redundant].
- Lead-lined steel manacles: STR CHK DC 35 to break free, DEX CHK DC 20 to escape, or DC 15 to pick the lock for a creature proficient in and using thieves' tools; AC 15, HP 35, weight 3 pounds. They are produced with a matching key to unlock in one action. While worn by a humanoid, the creature cannot cast spells with S components [though this is redundant].
- Lead fetters: STR CHK DC 25 to break free, DEX CHK DC 25 to escape, or DC 15 to pick the lock with tools; AC 15, HP 20, weight 10 pounds. Produced with one matching key. While worn by a humanoid, the creature's move speed is at most 10'.
- Lead collar (medium size): STR CHK DC 30 to break free (1/day); DEX CHK DC 15 to pick the lock with tools; AC 15, HP 40--risk of damaging wearer on miss, weight 10 pounds. Produced with a matching key.
- Lead collar (gargantuan size): STR CHK DC 50 to break free (1/day); DEX CHK DC 25 to pick the lock with tools; AC 18, HP 100--risk of damaging the wearer on miss, weight 50 pounds. Produced with a matching key.
- Leaded dimensional shackles: STR CHK DC 30 to break free (1/30 days); weight 5 pounds. Fits small to large creatures; the using creature, and any creatures they designate at time of use, can unlock them.