This 100-foot length of silken like rope weighs 3 pounds and can hold up to 3,000 pounds.
Animated. If you hold one end of the rope and say "arise", the rope animates. As a bonus action, while you're holding the rope, you can mentally command the other end to move toward a destination you choose. That end moves 30 feet on your turn when you first command it and 30 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also mentally command the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
Climbing. If you say "knottin", large knots appear at 1- foot intervals along the rope. While knotted, the rope shortens to a 90-foot length and grants advantage on checks made to climb it.
Entanglement. If you hold one end of the rope and use an action to say "entrap", the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 16 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to say "release". A target restrained by the rope can use an action to make a DC 16 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
Snare. If you hold the rope and say "ensnare", you can use it to cast the snare spell in 1 minute, creating a trap within a circle of a 5-foot radius on the ground or the floor, without consuming the rope itself. After the spell ends, this rope reappears in the space the trap and spell was placed on.
Mending. You can cut this rope into any number of smaller pieces, and then use an action to say "healios", to cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. This rope is forever shortened if a section of it is lost or destroyed.
The rope has AC 20 and 20 hit points. 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 is destroyed.
Notes: Advantage: Athletics
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