These bands are magicly designed to restrain target, depending on the rarity it will bind differently. these bands can be equipped to all willing, unconscious, stunned, petrified or sleeping entities(except legendary creatures, divinity or demons).
common: Movement becomes 1 and initiative, stealth, performance, acrobatics, intimidation and athletics become -1. To break out you must make a charisma check and dexterity or strength check(for the dexterity or strength check it must be a natural twenty). If you fail the charisma check then you break the binds but monsters with intelligence +1 or higher know you have broken out. If you fail the dexterity or strength check, you lose 1 action(and bonus action) and take 1d8 damage. You can also break out with 8th level teleport, gaseous form, misty step and blink.
uncommon: This muffles speech and speech is largely unintelligible except if language spoken was silvian or celestial. You cannot cast spells or trigger effects that have a verbal component. Spells that do direct damage and that are not melee cannot be cast. To break out you must make a charisma check and dexterity or strength check(for the dexterity or strength check it must be a natural twenty). If you fail the charisma check then you break the binds but monsters with intelligence +1 or higher know you have broken out. If you fail the dexterity or strength check, you lose 1 action(and bonus action) and take 1d10 damage. You cannot break out any other way.
Very rare: You cannot cast spells or trigger effects that have a physical component or a motion you must make. your armor becomes a hide skirt and bra or tunic. your weapons cannot be used because your hands are useless and all your attacks are unarmed strikes that ignore all bonuses you have. Spells that do direct damage and that are not melee cannot be cast. To break out you must make a charisma check and dexterity or strength check(for the dexterity or strength check it must be a natural twenty). If you fail the charisma check then you break the binds but monsters with intelligence +1 or higher know you have broken out. If you fail the dexterity or strength check, you lose 1 action(and bonus action) and take 2d8 damage. You can break out if you have a a spell that creates a blade in your spell list which the band consumes.
It can also be used in combination. In that case the effects are combined, when all three are combined then they cannot do anything but rest, sleep, and make the charisma check and dexterity or strength check to break out, no spell can be used.
Notes: must be attuned to willing, unconscious, stunned, petrified or sleeping target(entities except legendary creatures, divinity or demons). If attuned to unconscious target it is now conscious.
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