You can animate a nonliving ropelike object, such as a string, yarn, cord, line, rope, or even a cable. Only up to 50ft feet of the object is animated, the non animated parts are cut off from the rope when it is animated. The rope's AC and hit points are determined by the DM depending on the materials used. As a bonus action, you can issue commands to the rope.
Coil. The rope quickly forms a neat coiled stack in a 5ft by 5ft space that a part of the rope was already in.
Loop/Tie/Knot. The rope forms a loop, tie, or knot which can only be undone by a Dexterity check against your spell save DC or if the magic is dispelled. The rope can make a number of knots per 10 feet of it, but a not reduces the size of the rope by 5 feet. If the spell runs through its full duration, or is dispelled by the caster, the magical knots remain in the rope.
Undo/Unfurl. The rope undoes any knots in its self that are wished to be undone and/or the rope extends by 10ft if there is rope left to do so.
Slither. The rope moves 15ft.
Trap. The rope can ensnare a creature in its space. That creature must make a Dexterity saving throw or become restrained. An trapped creature can make a Strength saving throw at the end of each of its turns, being released on a success.
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Posted Oct 9, 2022This would be a very fitting spell for a sailor