Infusions
Slithering Rope
You enchant a rope with the ability to move magically. The rope cannot be longer than 60 feet. It has AC 20, 20 hit points, and 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 reforms after 1 hour instead. The rope has the following infusion options:
Entangling Rope. When you hold one end of the rope, you can use an action to speak its command word, the other end then darts forward to entangle a creature you can see within 20 feet of the other end of the rope. The target must succeed on a Dexterity saving throw or become restrained by the rope. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a Strength or Dexterity saving throw (its choice). On a success, the creature is no longer restrained by the rope.
Rope of Climbing. When you hold one end of the rope, you can use an action to speak a command word to animate the rope. As a bonus action, you can command the other end to move toward a destination of your choice that you can see. The end of the rope moves 10 feet on your turn when commanded and 10 feet on each of your subsequent turns until reaching its destination, or you command it to stop (no action required). You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
Shackling Rope. You can use an action to have this rope tie up an incapacitated creature. The rope adjusts to fit a creature of Small to Large size. The rope restrains the creature, though you may decide that the creature’s feet are free allowing the creature to retain its speed while restrained by the rope. A restrained creature cannot deal damage to the rope in any way. In addition, the rope prevents a creature bound by it from using any method of extradimensional movement, including teleportation or travelling to a different plane of existence. Though, the rope does not prevent the creature from passing through an interdimensional portal. You and any creature designated by you, when the rope is used to bind a creature, can use an action to remove the rope again. Once every day, the bound creature can make a DC 30 Strength or Dexterity saving throw. On a success, the creature breaks free.