Wondrous Item
Legendary Embrace of Control
Inescapable Grip
When you use the ropes to ensnare a creature via a Grapple or any restraining mechanic, the target must make a DC 18 Strength saving throw at the start of each of its turns.
On a failed save, the creature is restrained and cannot free itself by non-magical means.
While restrained by the ropes, the creature takes 2d8 psychic damage at the start of its turn as the ropes sap their resolve.
Creatures restrained by the ropes have disadvantage on Wisdom saving throws and all Charisma-based ability checks.
Addictive Restraint
A creature restrained by the ropes begins to crave their touch.
After being released, the creature must succeed on a DC 18 Charisma saving throw or become obsessed with the ropes for the next 24 hours.
While obsessed, the creature exhibits the following behaviors:
- It prioritizes finding the ropes or their wielder, ignoring other goals or objectives.
- It has disadvantage on attack rolls or any action taken directly against the wielder of the ropes.
- If the ropes are not in sight, the creature is filled with anxiety, causing it to suffer a -2 penalty to all saving throws and skill checks.
Seductive Aura
While attuned to the ropes, you emit an aura of irresistible allure in a 15-foot radius.
As a bonus action, you can activate this aura. Creatures of your choice within the aura must make a DC 18 Wisdom saving throw or become charmed by you for 1 minute.
While charmed, creatures are compelled to obey your verbal commands, as though under the effects of a Suggestion spell.
Charmed creatures may repeat the saving throw at the end of each of their turns, ending the effect on a success.
This ability can be used three times per long rest.
Life-Stealing Bind
Once per day, you can command the ropes to fully constrict a restrained creature.
The target must make a DC 20 Constitution saving throw. On a failed save:
- The target takes 6d10 necrotic damage, and you regain hit points equal to half the damage dealt.
- On a successful save, the creature takes half damage and is released from the ropes.
Enhanced Properties (Post-Attunement)
Master of Restraint
The DC for all saving throws related to the ropes increases from 18 to 20.
The range of the Seductive Aura increases to 30 feet, and the aura can now affect an unlimited number of creatures of your choice within the radius.
The ropes now react to your thoughts. As a bonus action, you can animate the ropes to snare a creature within 30 feet of you, as though casting the spell Animate Objects. The ropes remain animated for 1 minute.
Crimson Entrapment
The damage dealt by Inescapable Grip increases from 2d8 to 4d8 psychic damage.
Once per turn, when a creature takes damage from Inescapable Grip, you can force it to make a DC 20 Wisdom saving throw. On a failure, the creature becomes Frightened of you until the end of its next turn.
Reins of Dominion
You can command the ropes to bind up to 3 creatures simultaneously.
The ropes stretch unnaturally, allowing them to target creatures up to 60 feet away.
If you use Life-Stealing Bind while restraining multiple creatures, the necrotic damage and healing apply to all restrained creatures, though only the strongest healing value is applied.
Special Ability - Web of Temptation
Recharge: Once per long rest
You call upon the full power of the Ropes of Asphyxiation, animating them to create a living, writhing web of control.
As an action, the ropes spread out in a 30-foot radius centered on you.
Every creature of your choice within this radius must succeed on a DC 20 Wisdom saving throw or become charmed and restrained as the ropes wrap around them.
While restrained, creatures take 3d10 psychic damage at the start of each of their turns.
The trap remains for 1 minute or until you dismiss it as a bonus action.
Creatures charmed and restrained in this way are under the same effects as Addictive Restraint.
Curses
Grip of Addiction
Each dawn, you must make a DC 18 Wisdom saving throw. On a failed save:
- You develop an overwhelming need to use the ropes to control or restrain someone, and you experience irritability or paranoia if denied.
- After three failed saves, you become addicted to the ropes' power, requiring them to function properly.
- While addicted, you have disadvantage on all Wisdom and Charisma skill checks unless you are actively carrying or using the ropes.
Corrupted Bond
While attuned to the ropes, your thoughts are subtly influenced by Nudasi’s will.
You begin to prioritize domination, control, and indulgence in your decisions.
This manifests as disadvantage on Insight checks to recognize manipulation or deceit.
The Ropes of Asphyxiation are a pair of enchanted, supple black leather cords that shimmer faintly in dim light, their surface reminiscent of smooth, polished obsidian. Along their length, faint crimson runes pulse like a heartbeat, each glow coinciding with the thrum of unseen, forbidden power. The ropes seem unnervingly warm to the touch, and they slither in response to nearby emotions of dominance, control, or obsession.
Crafted with the essence of Nudasi, the goddess of Lust, Addiction, and Temptation, these ropes embody the complex allure of control. To some, they are a tool of dominance. To others, they are a symbol of self-destruction. To the unworthy, they are a noose around the neck.