Rope-For-An-Arm Image

(This is Intended to be an Origin Feat, taken at or before 1st level. Perhaps this could have been a variant species? I think I like it as a feat. Work with your DM, I'm not your God.)

One of your arms has been amputated at the elbow and replaced by a 25 ft. length of Rope. This Rope has the same properties as its Adventuring Gear counterpart. You have disadvantage on ability checks which would normally require two hands (Athletics for climbing a sheer cliff face, Investigation for inspecting complex machinery, Sleight of Hand for picking pockets, etc.) & weapon attacks made wielding weapons of the Two-Handed property are made with disadvantage.  

The Rope can be cut to smaller lengths. Unless you are Incapacitated, Paralyzed, or Restrained, only you may decide when or whether the Rope is cut. After completing a long rest, cut lengths of rope disintegrate to dust, and the Rope attached to your arm regenerates to its maximum length of 25 ft.

The Rope cannot be made to carry more than your own Carrying Capacity.

While appearing at first mundane, this length of Rope is now part of you, and expands its own properties as you gain levels in your chosen class. 

At 4th level, you may expend a bonus action in order to maneuver the tip of the Rope as if it were a hand in itself. You can use the Rope to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the Rope a distance up to its current length each time you use it, and attempting to move the Rope beyond its current length causes it to fall limp at its current position. The Rope cannot activate magical items or be made to wield weapons.

Additionally, you may use the Rope to make unarmed strikes as if they had the Reach property.

A cut length from the Rope loses its connection to your body, and cannot be controlled as such.

At 8th level, the Rope is bolstered by your own fortitude. When a creature attempts an Athletics check in order to burst the Rope, the DC for success is increased by a number equal to your Strength modifier (minimum of 1). 

Additionally, when a creature bound by the Rope attempts an Acrobatics check in order to escape, the DC for success is increased by a number equal to your Strength modifier (minimum of 1).

After completing a short rest, you may choose to regenerate the Rope up to its maximum length.

At 12th level, the Rope’s maximum length becomes 50 ft.

Rope-For-An-Arm Image

Comments

Posts Quoted:
Reply
Clear All Quotes