Wand of Knots
Wand, uncommon
This wand has 3 charges, and it regains 1d3 expended charges daily at dawn. While holding the wand, you can use an action to expend 1 of its charges to point it at a length of rope (or similar knottable object) that you can see that isn't being worn or carried. The rope then twists into a strong knot, tying to itself or another object it's touching of your choice; a creature holding the knot can use an action to make a DC 15 Dexterity or Intelligence check, untying it on a success. Alternatively, you can cause the rope to make a series of simple knots along the rope in a convenient interval for climbing. If the rope was already knotted, it magically unknots itself, provided the knot required no higher than a DC 15 ability check in order to undo it.
"Why does that wand look so lumpy?"
"Oh, wood knot."
"Would not? Would not what?"
"It would knot most anything, really."
Comments (6)
I would change the verbiage of the description to read "itself or an OBJECT it's touching" ... instead of just "something else." If this item were usable to to bind creatures, especially in combat, then it needs to include information to allow creatures to avoid being tied up, like an attack roll or separate (relatively low DC) saving throw, as well as fully describe the condition(s) being tied up would apply (if any). As it stands, this is a great utility item, but needs clearer descriptors to avoid letting players use it as an unbalanced combat option. Just my two cents.
Done!
What about rarer version with higher DC? Rare DC 18, very rare DC 21?
You totally could! I think I'd do Rare at 20 and Very Rare at 30. The immovable rod is similar in many ways and has a DC 30 at uncommon, but I didn't feel comfortable doing that for this one.
Hehehehehe, My mind is too dirty for this xD
Man, and I was just trying to keep this from looking like the Elder Wand!
