5E dnd (animated spellbook) Rope Trick!
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- Опубліковано 5 жов 2024
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OK! So this is what rope trick does, you cast it on a rope of up to 60 feet long The rope extends into the air until vertical and creates a portal to an extra-dimensional sanctuary which you and 7 of your closest medium or smaller friends can climb into and hang out in for up to an hour.
If the rope is pulled into the extra-dimensional space the portal becomes invisible to the outside world. Spells and attacks cannot cross through the portal, but it's a great way to Hide, cast longer spells, rest if your DM thinks 6 seconds short of an hour is enough for a short rest, heal up in the middle of a really rough fight, split move to fire arrows at enemies
Music:
elves-ceremony by dor-friedman
joy-ride by aves
other-side---instrumental-version by mac-a-demia - Фільми й анімація
can confirm, slithering tracker chased my ranger up the rope once.
That would be absolutely fucking terrifying.
@@The_King_of_Chefs it was, he jumped back down to get beaten to death by violet fungus
"Now's a good time to tell you you're a simulacrum" is one of the wildest sentences, because really, how on earth is it a *good* time?
It’s a good time, because the simulacrum won’t be around long enough to be angry with you. =D
I just noticed it took almost exactly 6 seconds for Skenk to cast rope trick and climb up inside. Nice attention to detail.
Provided Skenk has a 30ft move speed, and that the rope was only 15ft long.
If that was a full 60ft rope it would've taken at least 3 rounds (1st round cast, move 15 feet. Second round Dash move 30ft. 3rd Dash climb the remaining 15ft of rope, then have some movement left over to actually enter and move around the pocket space.)
@@RevokFarthis Sure, but why would you ever do that in combat? Completely pointless comment.
@@cooperreynolds5041 It's not a matter of why you'd do it in combat, it's a matter of what length ropes you happen to have access to. Standard length of rope in 5e is 50ft unless you modify it before hand.
The only way the 6 seconds is a nice attention to detail is if we make multiple assumptions about Skenk and what he has or hasn't done before now to facilitate him climbing that rope in a 6 second time-frame.
@@RevokFarthis @RevokFarthis Dude look at the video. The rope looks like it's maybe 3x his height max, and Skenk is small (probably a halfling based on the whole team fun sized thing), so definitely not a problem to climb in a round, but all of this is ridiculous anyway because why tf would someone cast this in combat if they knew they would be stuck halfway up? Isn't it a reasonable assumption that a caster with rope trick prepared would have an appropriate length of rope, more reasonable than making the assumption that they would have a 50 ft rope and only a 50 ft rope on hand? And by the way, you can buy or cut rope to whatever length you desire, the reason 50 ft is the listing in the player's handbook is for pricing, it's 1 gold. If you wanted to buy 15 ft it'd be 3 silver.
Why are you even trying to ruin this, what was the problem here?
@@cooperreynolds5041
1. I did watch it. Several times since it first came out actually.
We never get a side by side perspective of the Skenk and the rope.. we do get a scene of the rope levitating off screen, and we get a scene where Skenk has already climbed the rope. The times we see the opening in the air, it's perspective is wonky and doesn't give any good frame of reference for height, or size to know how long the rope is.
2. Skenk is a whole head taller than the Dwarves of Team Funsized, the Dwarves being taller than the now dead Halfling that Skenk replaced. He's also shown being comparable in size to various humans.
We also know those horns aren't a prop since his clones are born with them, so he's likely a Tiefling.
3. The rest of it: why would someone do it in combat with too long a length of rope/what's the problem/etc.
These vids are meant to teach about the spells.
The vast majority of players and DM's for 5e often do not read and/or understand the rules of the game they're playing.
Most don't know that climbing rope takes 2x movement, or that it'd take an object interaction to pull the rope inside, etc.
It's a nice attention to detail, for players who know what's going on and make the previously mentioned assumptions.
For new players or those who aren't familiar with the rules it's a quick way to lead to a "but the funny youtube cartoon man said: ___" argument.
If I had a nickel for every time this spell saved me from raptors summoned by a Druid, I’d have 2 nickels. Which isn’t a lot but it’s weird that it happened twice
I see you're role playing as Doofenshmirtz the Wizard.
@@MadDemon64 Come on he'd be an artificer.
@@airysama8812
Right, forgot that class existed.
@@MadDemon64 "WARLOCK!"
:)
"this is what happens when you don't listen to me, cya in hell!"
truly a wizard we should all aspire to be
he's a warlock tho
Most necromancer quote ever. "Where did I put the simulacrum?"
"This is what happens when you don't listen to me, see you in hell, boop!" I absolutely lost it. I come for the knowledge, stay for the humor.
"Where's my simulacrum?"
Man do I know that issue all to well...
how are people losing yalls simalacrum?
@@christophercrafte
Always give a rock to your simulacrum, so you can call him when you Need him.
My kingdom for my simulacrum
The idea of the extradimensional space inside the rope trick being a cozy dinner with aesthetic snow falling out the window is perfect and I'm nabbing that
The Restaurant At The End Of The Rope
"Oh... He WAS the original... WHERE is my simulacrum???" I fuckin lost it
"So, DnD isn't broken."
No, no, no... DnD still is broken, just not in that way!
DnD has always been broken, in every version and edition, going all the way back to the 70's. And there are always going to be players that find those breaks and try to exploit it.
Me:
I cast polymorf to turn the boss into a frog
DM:
Ok, what Is the saving?
Me:
There Is none, I give him a Natural One with portent as a divination wizard
DM:
Ok ... Kinda wasted becouse of how polymorf works but lets move on and ...
Me interrupting the DM:
I use my familiar owl with my moviment to pick up the frog. Then I want my owl to fly up in the Sky and drop him, then I lose concentration on polymorf for 20d6 damage. GG EASY
Actually works by rules as written lol, why Is noone abusing this?
@@stefanomartinelli7344 because it’s not fun for everyone else
@@stefanomartinelli7344 Such is the weight of a frog + wind resistance that it might actually survive this in RL. I'm not sure why I'm considering this :S
@@fishfingers4548
You are right, in fact anything smaller than a squirrel or a cat normally doesn't get hurt from a fall. This concept goes backwards for elephants, that cannot Jump without breaking a leg.
D&D should consider size in this kind of stuff, like your size determinates the dice for the damage.
1d6 for medium, 1d4 for small, 1d2 for something of the size of a cat and less than that does no damage, above medium It goes to 1d8, 1d10, 1d12, 2d8, etc
"See you in Hell" Probably not, pretty sure McGenk is going straight to the abyss.
“Where’s my simulacrum” is not a good question for an evil necromancer to be asking.
I'll do you one better: “Why’s my simulacrum?”
@@DoctorM42 who is my simulacrum?
@@MrEdge6677 But no one ever asks HOW is my simulacrum :(
@@Ren_out_of_Ten Dead most likely.
Inb4 the simulacrum rebels against it's creator.
“Last video was wrong”
How many other lies have I been told to by the council?
"There are better spells than fireball"
just sent this imformation to my druid player and hes not happy about that.
“Skank no you were like a father to me” I spat out my soda at that part
Be me, Alchemist Artificer
-Cast Flaming Sphere (Concentration)
-Climb into rope trick
-Close entrance
-Keep moving the sphere with my bonus action from inside, using my concealed Homonculus servant as a spotter
-The Vanillla Ice Experience
You don't even need a spotter. You can see to the outside from the rope trick, I'm pretty sure
Had an NPC Paladin of the hanged man (homebrew god/subclass) cast rope trick on a rope he was being hung with. Greatest use of the spell.
wait wouldn't that cut the rope since it's wrapped around stuff and itself?
My favorite part of rope trick is that you can cast it on up to 60ft of rope. Put that next to a building and you don't need to throw a grappling hook to the top, you can just grab the roof/window before you reach the space.
Or in 3.5, in a hard fight, your mage can cast It. Then bait a large enemy close to It, then have your friend trow a portable hole or bag of stuffing to the top of the Rope.
Easy instakill by opening a portal to the Astral realm.
Oh my god I cannot believe how absolutely groundbreaking an idea this is I am stunned
"DnD isn't broken" Whoa, whoa! Let's not get ahead of ourselves there.
Pocket dimension tree house is one of my favourite spells.
I was just binging old videos in this series lol
Been there
We all do.
It’s a shame a good handful don’t exist anymore. RIP Backpack Wizard and Dirt Donkey
Anywhere to find them? Like even his patreon?
Same
"Where's my simulacrum?"
No way that's not going to become a plot point later.
Or maybe already was? In the Technomancy video when Zee kills Joecat, right before his death he melts away revealing to have been a simulacrum. "So Obviously... Jocat Stole it. " lol
Seeing this reminded me why rope trick is one of my favorite spells in dnd.
One game I was playing a gloomstalker ranger, who had the spell built into the kit. The barbarian and I got seperated from the rest of the group, and began fighting a mage lady that kept throwing out doubles of herself. I had cast rope trick earlier in the battle to see if we could possibly wait the battle out, but she pushed us back and was beginning to overwhelm the two of us.
So, I hid and used disguise self to make myself look like her doubles and got close, by that point she had pushed up to where I had previously cast rope trick. With a lucky grapple check, I managed to coil the rope around her neck, and the next turn I asked if I could cast rope trick again on the same rope. My most generous and benevolent DM said sure, and I cast it on the other end of the rope, hoisting her 30 feet in the air in six seconds by the throat. It will forever remain my most memorable and sastifying victory.
Congratulations you have just gotten and invitation to the witch hunters academy for your amazing ability to hang witches
Rope trick plus plane shift is just a better teleport, it's a great time...
Attuned "forks" are RARE in most campaigns (exept you're playing AL)
Damn, that's genius! Save on getting the teleport spell.
@@pogingbak Finding a fork that's tuned to your own plane is probably a lot easier tbh. RAW (at least in 5e) I don't think there's a note set in stone, but some research during downtime should be more than enough to figure out what note is needed. After that, it's just a matter of forking over the money for it...
@@TheWorldBelowDnD Pun intended, I presume.
Better in some circumstances. Teleport is a single 7th level slot, yours is a 7th level slot and a 2nd level slot. Planeshift places you in the general vicinity of where you specify, Teleport places you there exactly if you have an object from that location (both place you exactly if you target a Teleportation Circle that you know the sequence of). Planeshift has an upfront cost of 250gp, Teleport doesn't.
The rope trick - planeshift combo is only better if you're going to a place you've never been to imo
My Gloomstalker Scout uses her Rope Trick as a hiding spot to duck in and out in wide open areas, and on one occasion, use it to hide a macguffin that the enemies wanted. I purposely left the rope dangling outside to lure three drow assassins who were chasing me. Since it was my own extradimensional space I told the DM that it was dark in there which was normal for me because, Gloomstalker. And since I have Umbral Sight I was invisible to the drow inside, and we had a merry kerfuffle.
The intro kills me, this fuckin' green guy trying to drama his heart out then just ZZAP dead.
Why'd he do that, god damn stone-cold.
Considering how the thing that did the zapping is a living stone, that makes this comment even funnier.
It's like when you've got a big speech prepared at the table and you still roll a 2 on diplo.
One of my favourite use still was getting out of a froghemoth’s belly by casting a short rope trick, climb in, and then just wait for the froghemoth to move out of the space to pop my head back out again! 10/10 would do again haha
Now for the nuts and bolts:
_Rope trick_ is a second-level spell, available to wizards and artificers of at least third level as of this writing. The material components are cheap -- cornstarch and a paper Möbius strip -- so you're good to go as long as you have this spell and a component pouch.
_Rope trick_ is little changed from its debut in an earlier edition, so the exact nature of the "extradimensional space" is up to your DM. Most use the "featureless plain" you see Skank enter first, but other options are possible. Unlike more powerful spells, however, the interior does not supply you with any items, food or water, so be sure you bring supplies. Air is apparently covered, though, which lends itself to loads of theories on how this thing works.
Note that _rope trick_ does not provide any assistance in climbing the rope, and the extradimensional space is not accessible until the _entire_ rope is vertical. Since climbing is at half speed unless you have a climb speed, it's recommended that you use a 15' rope for this spell, so that you can get up it with a single move action. Likewise, a knotted rope is recommended to avoid making a Strength (Athletics) check to climb the rope.
As spells and attacks cannot pass through the "window" that allows you to see out, the spell is of limited use for, say, sniper nests. On the other hand, even if your foe can _see invisible_ , they can't shoot into the _rope trick_ , so this benefits you at least as much as them. You can still attack from the rope, as long as it hasn't been pulled in, assuming you can hang on. Sneaky stuff like boiling oil is subject to DM fiat, especially since you'll need to supply the oil and the heat yourself.
Oh -- and yes, if your enemy can get up there and find the "window", they can indeed climb in after you.
Component Pouch is not a magical item, nor does it automatically come with all your non-monetary amount spell components already in it.
A Component Pouch is literally just a pouch with lots of dividers and compartments... like a tacklebox. You still have to FILL the compartments with the components. The pouch just holds and protects them. You still have to physically pull them out of the pouch as part of the Somatic and Material steps to cast. It is not a replacement for a focus or a spellbook... it's nothing more than a specialized holding device. A magic spell component batman utility belt... nothing more.
------------
Also... there is NO MINIMUM LENGTH on the rope... so the piece of rope could be 6 inches long and you can hold it inside an airduct faving outward down by your feet and it would still work.
Heck, you could take the rope, hold the top end, kick the other end down the side of a cliff, cast the spell, and then go hide elsewhere and wait for your quarrie to climb up the rope into the EMPTY rope hidey hole... and then dispel it and drop them 60 feet off a cliff. :-) Or even better, find a nice tall cliff, hold the rope out over the edge of it, cast, and then wait for them to get inside... before dispelling it and letting them fall 60 ft. plus whatever height the cliff is. :-P
@@AflacMan13 A component pouch functions the same way as a spellcasting focus, you don't need to purchase components unless they have a specified gold cost.
From the PHB, "A character can use a component pouch or a spellcasting focus (found in chapter 5, “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell."
@@AflacMan13 While you're quite correct, most players and DMs choose to handwave the stocking of the bag in favor of making the magic happen.
What if you just "drop" items out of the hole in the air after pulling the rope in most of the way directly below you?
@@otakon17 Only if you stick your hand out of the hole to drop them. Otherwise, they stay on your side of the door.
Funfact: If you lean out, any enemy worth their salt will just have their horde of minions (who were able to come because you fucked around took the time to heal for 10 minutes) fill you full of holes as reactions.
Beasts will fuck off.
Wizards will laugh as they cast dispel magic and you all fall 60ft out of the sanctuary.
Enjoy that.
Yeah, this is really a strat to be used only against mindless undead/constructs. I've had a player use this on my table recently but he was dealing mostly with dumbo zombies. The other players were bragging about how "unbeatable" this strat is. I think they'll be in for a rude awakening if they try to pull this off against the werewolves they'll meet not too far from there...
@@Galbrei Oh yes, being stuck in a small space with a group of werewolves would be very... uncomfortable.
Fun fact - Rope Trick is "a length of rope that is **up to** 60 feet long", so if you cast it using a 6-inch piece of rope you can just lift it over your head, pop inside, and not worry about falling damage if anything bad happens.
@@Boggboy This is true, but then just about anything could crawl in there with you so long as they saw you enter it.
The only real good thing about ropetrick is the "You made a high hidey hole that is Invisible."
If you're going to stay on the ground where things can potentially get at you anyway, you may as well use a different spell.
That’s only if the entire party is in there with you.
"Skenk no you were like a father to me" this gets me everytime
There was one time a giant monster was going to self-destruct to kill my party and we had one turn to get away. Most of the party just ran and got out of range but one of our members was unconscious near the blast zone so I ran up, cast rope trick, tied the rope to them, and climbed it. The DM let me roll for athletics to pull the rope up in time and just barely got away from it, saving the PC. I love rope trick.
*[Spellcaster looks around at Party]:* _Did anyone have a bag of holding on them, that they failed to mention?_ [Gestures at the Astral plane they're currently floating in…]
nope, does not affect the bag
D&D is a perfectly balanced game with no exploits
I live the concept that the extradimensional sanctuary is like a diner
A warm diner with comfy snow outside.
Extramentional
Like a Shoney's, perhaps?
@@ryoung527 Better. A thriving independent and locally owned diner.
@bthsr7113 I like that. I only said Shoneys because of the Rick and Morty episode
Fun combo with this spell:
1. Cast Rope Trick
2. Cast Summon Lesser Demons close to the enemies
3. Enter the extradimensional space and pull the rope inside.
4. Take a little breather and wait around for 5 minutes
5. Drop concentration on Summon Lesser Demons
6. Collect the loot from all the now dead people.
3.5. Lesser Demon climbs in
@@Wertercatthe Rope was pulled up, nice try tho
nice
Even if you keep rope trick door(?) open, you’re still safe as long as it’s within the 5 foot square you made the circle in, so your party can safely split fire if the demons aren’t enough to kill the enemies on their own.
My first campaign in 5E, the DM specifically asked each player to come up with at least two family members for their characters. My character's family was killed by soldiers during session one. So my ranger went down a dark spiral and started taking warlock levels. Among the morally questionable things I did was tie a guards hands behind his back with a lead, so he could show us the safest path through the BBEGs tower, then, after he tried to lead us into a monster pen, I pulled his shoulder out of its socket and cast Rope Trick using the rope he was tied to and just, left him like that for the hour.
Good way to balance this:
The enemy also gets prep time. You come out of the rope trick to see ballistas set up and twice as many enemies as when you left.
You can see outside the space so you could watch them prepare. but also yeah, true.
because an hour is plenty of time to suddenly have a ballista on you...
Okay, then they call up their wizard buddy, who uses magic to create a ballista
"This is probably a good time to tell you you're a simulacrum." BRUH WHY YOU GOTTA DO THAT TO THE POOR GUY ;-;
cool trick because the rope floats in the air, so if you dont have any other way to climb a surface
rope trick can give you a 60ft boost
you could also use it to just swing or hang on, do with this information as you will
I used this spell to save a kid from a collapsed basement. I pushed the rope through a tiny hole and cast the spell to make the rope trick happen on the kids side. Then I made a "small" explosion to clear out the rouble
Brilliant!
Ironically, most spellcasters don't have an athletics skill good enough to climb all the way to the top of a 60 foot rope unassisted. Multiply that by an entire party trying to climb a long vertical rope up to safety, and imagine the hilarity that ensues for the DM as half of them end up taking 10, 20, 30, 40, or 50 feet of falling damage trying and failing to get up the damn thing.
This is why you carry a 3 foot length of rope. Because the description specifies a maximum rope length the spell works on, but not a minimum length.
0:15 when the player roles high on charisma but you wanta do a fight anyway.
"Where is my simulacrum?" sounds like a great idea for a campaign
I'm so invested in Gorm's speech and I am WHEEZING at how it's cut short.
As the dm, had a fun time realizing that my player who never pulled the rope up was actually just letting me set up a close-quarters 1v1 with the angry monk they were fighting. He learned a valuable lesson that day.
Fun fact: "Up to 60 feet" can also mean 'significantly _less_ than 60 feet'. Including such lengths as 'like 6 inches, freakin' scrap of rope'. Combine this with a flying player (via any number of means, Broom of Flying is my personal favorite), 2+ levels in rogue, and the sharpshooter feat, and you've got the cheesiest possible sniper build. Fly up 30-50 feet, cast rope trick with short rope, bonus action hide in the extra-dimensional space. Next round, peek out, take shot at advantage with sneak attack with sharpshooter for +10 damage at -5 (counterbalanced by advantage), peek back in, bonus action hide. It's _stupid good_ . You waste a turn on setup, but it's counterbalanced by your later turns damage output (if you're not unlucky). And it's AL legal, if you care about that sort of thing. Also you can flat out _ignore_ most incoming damage.
I was about to mention the theoretical lower limit for the rope is "the shortest length that can hold itself together and thus still be a rope."
Saving this comment for next time I get to be a PC
It's legal in Alabama? That's oddly specific.
@@Absolutely_Nobody adventure 's league legal
And! That’s what the spell always did. Or a rogue. The Enemy will as alway hold their attack until you peek out and shoot you as if behind any other cover.
Rope trick is one of my favorite spells. It isn't that useful in most cases, but it's a fun addition. So, um, rope trick can be used to ritual cast spells when surprised by enemies, hide from guards, climb walls, climb sheer cliffs, get out of pits, and escape one very fire filled trap room. I would be rather unhappy about an archer camping inside the room, but I wouldn't have a problem with one climbing 10+ft up and just using it like a magical ladder (you don't HAVE to enter the portal or climb the whole way up from below).
I also like the idea of storing something in the room, and throwing the rope into the portal as you fall down. "Ah, yes. As you can Clearly see, there's no contraband in that room we just left." [1 hour later...] "Why, how did that get there? I'm sure glad we cleared our names already. So who else is in this strange mansion?"
t's not a commonly used spell, but it's simplicity belies its functionality when it counts.
Gorm’s incantation gives me shivers every time. Now THAT’S how to run a caster… even if they get obliterated.
This reminds me of a battle we had in a "one-shot" (we got tpked in the third game), where i played a halfling mage with "useless spells". Thanks to the rope trick we survived (that fight), and one of our pcs was an elf that has an ability to jump into portals. So he was just popping in and out of the rope trick shooting arrows at the two ogre-like creatures. The only problem was i almost got killed when i climbed the rope, which counted as a movement, cause i was at melee of one of them, but being the sneaky divination mage i was like "Dont throw the dice, bro, your results is that 3 i got in the divination special power".
I know Zee's Cinematic Universe enough at this point to expect that simulacrum to show up in a future video.
Can't wait.
I had an artificer friend that liked to set ambushes by making his tank-robot appear and fall from above
A couple weeks ago I used rope trick for all of us to scale a wall. Took a rope, tied a knot every 2 ft, cut it so that it was the height of the wall, about 15 ft, stood next to the wall and let the rope rise. When we got to the top of the wall we just climbed into the hole then threw the rope over the other side and climbed down into the fortress.
Ooh, clever I never thought of using Rope Trick to scale things before
@@gurbo8734 You have basically a 60ft. "anchor" you can place anywhere in the air above you, though I would think some checks would be required to toss the rope around to climb back down it.
@@otakon17 The fun thing about spells like Rope Trick is that their usefulness is limited by only creativity, I could totally see Rope Trick being used a dozen different ways before it's used the same way twice.
"I cast rope trick" Bad guys make a bonfire under where the spell was cast. Likewise, the spell doesn't specify if things like air or water pass through the portal. Only 'attacks' are explicitly blocked. So baddies could smoke out the portal if air can cross.
It's the funniest thing to see skank just doing the rope trick in the background at the beginning I don't know why
i like that Scank's pocket dimension is a snowy diner
My favorite use is just for the free rope into the air, I cast it just to climb to a second story and forget about the extradimensional hole
The reason for the spacial gear rule is to prevent people from getting around their limitations but also give lower leveled parties access to planear travel. I'd say that if you're already in an extradimensional space, all spells that'd create an extradimensional space fail inside. Multiple reasons. First, to prevent stalling. Second, except *Demiplane*, those spells need an anchor point. If that anchor point were to cease to exist, the space would collapse, either shunting all occupants out, or the exit would disappear, stranding the occupants in a small plane.
This spell is great! We used it when we wanted to infiltrate a place and were spotted by the guards as we made our approach. We quickly used Rope Trick to disappear before the guards made it out of the building to investigate the spot where they saw us, but when they couldn't find anything they eventually decided to spread the search to the nearby vicinity, leaving the central area where we'd been spotted virtually unguarded.
Enemies can enter the extra dimensional space if the rope was not pulled up and space remains within the extra dimensional area. If the rope was pulled up, no one else can enter.
What if the rope was cut?
@@StarshadowMelody I assume it would be equivalent to pulling up the rope but it's DM's discretion.
Hmm, I find it interesting that there is so much debate on what plane rope trick leads to. Why does everyone think it leads to a plane? The spell states that it leads to an extradimensional space, not an extraplanar space. As in, you are still on the same plane you cast the spell, but in an extradimensional pocket of space within that plane. This isn't semantics either, these two words have astronomical implications in their differences.
When you add magic to physics, ignore rules of reality! Tho honestly i could see this topic being something lectured at a magic college somewhere... and having some of the attendees debating enveloping planes, missing the topic entirely.
"This is probably a good time to tell you you're a simulacrum"
Top 10 anime plot twists
Does your DM say you can’t short rest in dungeons? Do you want to be able to cast ritual spells in possibly dangerous places? Have you ever needed a quick escape from a fight? Well then Rope Trick is the spell for you! And if you act now, you can get it for only a second-level spell slot!
@@femsplainer Simple, cast it again halfway through
@@femsplainer Yeah, I guess that’s true. If you have a nice DM and you don’t abuse it they should be fine with it though, and the other two points still stand.
And I guess UA-cam just hates your comments...
Short rest in a can. Bullshit
@@cxfxcdude ... and that is why it's on my banned spell list along with other gamebreaking crap like Goodberry.
Oh as a dm i had a bad guy use this spell to great effect. So it was a bunch of kobolds, some buff guys engaged the party at the entrance to the throne room of the big boss. The boss threw a spell, and hid behind the throne. The party engaged the buff guys as the boss did a small rope trick with the entrance being right at the top of where the throne was. When they finished the buff guards they looked around and didn't find him. He took the time to write out a note "hahahahaha you adventurers will never catch me!" gather up a smoke bomb and dropped them out while the players were investigating the walls for hidden doors. Ticked them off 12 ways to sunday as they stomped out of the trap infested lair. They tracked him down a week later and things did not go well for the kobold after that...
TLDR: tricky spells like this will get your players to HATE your BBG
This spell saved my party from an oncoming avalanche as we were climbing a mountain
That gotta be the coolest just of it, underwater base is a close second
Awfully suspicious that he's the only member of team fun size left...
Well he has clones and the others did not… also he is chaotic evil… chaotic stupid when it conveniences him
My guess is team funsized didn't last too long, considering they not only were not a compatible group to start with but had casualties pretty quickly. So Skank was free to be a cartoonishly evil being to his heart's content.
So basically: Cast Rope Trick in the middle of combat and Summon Elementals without the fear of them going rogue
Considering the outcome of a Curse of Strand campaign I was in, 'You're a Simulacrum' brought up some traumatic flashbacks.
Fun times!
Skank McGenk has to be the more likeable character I ever hated, and I still love him for it xD
The way I, a DM, might employ the Rope Trick spell is to have an elite strike force use it to stage an ambush. I have the mental image of stormtroopers rappelling down from the open air, like modern soldiers descending from helicopters or windows or skylights. Surprise, PCs, it was a trap the whole time! Now you'll have to fight dozens of dudes and the wizards who set up the rope tricks. Good luck!
I like this. My players will never know what hit them!
That is genius
You mean as an evil genius, which that is.
I like that you admit to your mistakes.
“Where’s my simulacrum?” Bad words you hear.
Lesson: If you encounter Werner Herzog alone in the woods, flee immediately...
Rope trick was one of my Wizard / Thief's standby spells. Unclimable wall? Rope Trick next to it. Window is on the 5th floor and your ladder only reaches the second floor? Rope Trick. Need a quick escape and forgot to memorize dimension door? Rope Trick. Got inside and need to hide from the guards until the next guard shift? Rope Trick.
It only takes "a few" levels in wizard (or sorcerer) to make your rogue into the ultimate breaking & entry / "2nd story man" - a LARGE number of utility spells that a thief would use are lvl 1 and lvl 2 spells.......
It's also a trap.
Cast Rope Trick where enemies are. Face the opening so that if they use See Invisibility, or have something like True Sight or whatever, they can see it clearly. Position it next to something that looks like somewhere you might climb up to hide or escape that is NOT invisible.
Hide elsewhere. They think you climbed up the rope, and will climb up after you. Dispel it, and drop them 60 feet. Bonus damage if you do it over a cliff or chasm for greater height than the maximum length of rope. :-)
Also... the rope doesn't have to be 60ft long to cast it. ;-) It can be 6 inches long and still cast.
Rope trick is a high hide. Get it, you go up high... and you hide.
It just puts you at a very convenient biting height.
The nesting thing has my brain thinking about a group of casters on a rotating sleep schedule climbing a neverending ladder of rope tricks.
Then things start getting weirder and weirder the further they go...
like that scp that extradimensionally duplicates the room its in adding a new door leading there, and when brought into thoses rooms over and over the features start getting glitched out with different materials shapes properties etc.
Enemies can definitely go inside - used this on a party that used to use that 'dance in and out firing arrows/spells' trick a lot in my CoS game. Had Strahd follow the wizard in straight after he'd cast it, now the party had to climb 30ft of rope in order to try to save him before he got ate, not an easy task in heavy armour
An idea I've heard of is using Floating Disk or something similar to block the entrance.
There's also the reading that you *have* to climb the rope to enter, so if you pull up the rope... nobody else can enter.
@@solardwagon1526 Yeah, but if you pull the rope up, you also can't exit to do the 'dance in and out firing arrows/spells' trick. You only get 1 free object interaction in a turn, so if the rope is up, putting the rope back down takes up that object interaction, meaning you cannot pull the rope back up on that same turn, leaving the EDS open
Once did this in an Avernus campaign. I happened to have the important McGuffin stuffs, and it was clear we were about to get our shit pushed in by a bunch of hellknights, so I cast rope trick, scurried up it while the party all got captured, and once the coast was clear, I escaped and everyone else rolled new characters. While they were salty I let them get taken, they appreciated that I kept the McGuffin safe.
Rope trick is the only reason why we know skank is a wizard
Aside from Simulacrum and Clone.
I hope we get the full Skenk McGenk lore someday
I got that lore for ya right here... "Made up as we go" ;)
@@andyjkal I'm 90% certain Skenk McGenk's lore is a 'choose your own adventure' book with the only options being 'chaotic evil' and 'chaotic stupid'.
I unironically love your consistent decision to animate the gaffes.
One of my players just pulled this:
1 feet high sideway window to the pocket space to block a doorway.
Google says the rope can hit a ceiling without failing the spell
Zee shows us both ceiling and sideway portals go
Love how it says the rope has to be _up to_ 60 feet long, meaning you can arguably use a foot long rope to create a knee-length opening to an invisible extra dimensional space just for you and your allies. If the rope is short enough there’s no need to climb it, so you’ve got a 1-hour hidey hole to use in a pinch.
The only downside to this is the _window_ , which is centered on the rope. Assuming it’s just 1-foot wide, the only thing you’ll see is the ground.
Gorm trying to make an epic, impassioned speech only to immediately get his head blown off will never not be funny.
I just love how incomprehesible it is. There's no context. Who is the Gru Father? What is a Carthus? Why does he roam the roots of the world tree? All these answers and more not coming anytime soon.
Update: According to the subtitles it's "groove father" and "carcass." My point about it being incomprehensible still stands, however.
@@icarusty6481 I thought is said goo father so ya. Thought he made a little goo golem.
@@icarusty6481 But those are the auto-gen subtitles, so it still could be anything.
@@durnsidh6483 It didn't say they were auto-gen for me? Also they seemed accurate everywhere else.
I like the idea of the sanctuary being a diner with light snow outside.
So there is nothing stopping things from going into your pocket dimension if they can reach it. I learned this when I rope tricked to get away from the King of Feathers in Tomb of Annihilation. Who proceeded to vomit bees into it.
Unless the King of Feathers actually crossed into it, you were cheesed. The spell specifically states that attacks do not pass through.
I have a fun story with my experience using Rope Trick. My DM let my fighter learn a couple magic spells from a foe turned friend. The friend didn't want me learning anything to dangerous and taught me Rope Trick, this was like around level 7ish. Now fast forward to level 20. I'm on a secret mission to spy on our enemy in the Undead Territory. I find an ally getting wrecked by The Legend 27 (just a funny name for a surprisingly tough undead who became a legend and got a character sheet and everything). I jumped in to help and through a close and tough fight we barely won. Buuuuut we are in undead territory which means soon he'll be up again (this land was cursed to raise any creature that dies there). So I had to think quick on how to save myself and my ally. Then it hit me, if I used Rope Trick I could buy a lot of time by throwing the remains of The Legend 27 in the dimension. The DM was surprised that I found a unique way to use that spell after all this time and ever since then it has been my favorite spell in the game. My character thought learning that spell was a waste but who knew that it would end up saving his life?
An ancient red dragon once tried to trap the party by shoving a wyvern corpse around the rope-trick entrance.
Missed one of the cooler uses IMO. Anything in the portal gets dumped out after and hour. I filled one with rocks and used it to smash a guard patrol.
Rocks fall when I say DM!
Thats actually a really good use for it. Even better if you can end the spell early.
two in a WEEK!?!
A BLESSING FROM THE LORD!!
*yes*
...guessing this is a copypasta? Didn't even bother to change the 2016
I love all the episodes with the Mcgenks
They need to make a playlist with just the mcgenks xD
I love that Artificers get this spell too, because it just brings to mind so many fun flavoring possibilities.
And also that an ARTILLERIST using this spell brings to mind so many hilarious options.
Thanks for bringing this to my attention, I'm supposed to be leveling up my artillerist, and this has given me many ideas involving near invisible cannon placements.
@@proudnhello1294 Don't forget that spells and attacks cannot cross through the portal.
@@s.colins2050 stick the barrel out of the portal
@@dleonidae I'm imagining a siege cannon with half the barrel sticking out. In an instant, the powder is touched off, burns, and accelerates the cannonball down the barrel. The iron cannonball moving faster and faster until it reaches the halfway point and... stops dead as if hitting an invisible impenetrable barrier. The back pressure builds too quickly and *BOOM* turns the rear of the cannon into a giant bomb, right next to the party, in the confined extradimensional space.
I just imagine a scenario with several rope tricks active, the party goes into a small cave only to be met with several portals opening and a swarm of kobolds or goblins just *appears*
So fun to use this as a DM having the special air service appear out of thin air and unload 600 rounds into the PC's was a great time
Joseph, who hurt you? Who?
@@magmat0585 HUMANITY
Splitting your move to pop out and in for a cheeky attack is fair game. The enemies should ready attacks for when you come out so it's not 100% safe.
True, ready is an action you can totally make for when it's impossible to attack enemies outside of their turn!
"This is what happens when you don't listen to me. See you in hell. Boop!"
If any character has visitation privs to Hell, It'd be Skank.
Well, he is hell fracking. Figure part of the exchange for that is he allows for...interdimensional commerce.
I love rope trick. Our DM allowed the short rest in it, so while travelling through monster-infested mountains, my ranger had saved everyone's hides several times over by casting it to hide us from tiger-centipedes. What a session that was.
Rope Trick is my favorite cheap tactic. I used it in our Avernus campaign for the first time. Our genius of a driver rolled the car, spilling everyone out just as a horde being led by a hell knight was hot on our asses, and while the party was like "pshh, we can take 'em!" I knew better and cheesed it up the rope before the enemy saw me. The party *also* didn't see me, so they all got captured and hauled off to some prison somewhere and I was, for all intents and purposes, the only surviving member of the party, coincidentally the one that also had all the plot important McGuffins. . .
I've used Rope Trick to scale a tall wall without needing pitons for the rope... just stand next the wall and cast it. The rope goes up and you can climb the rope to get over the wall. My wizard carries several cuts of rope of various lengths for this
"And this is where I keep my various lengths of rope..(wire)."
And if you have 2 ropes, you can alternate them to CLIMB TO SPACE!!!!
Ahh Rope trick or as my players call it "The nope rope"
MY party uses the "shoot&hide" tactic a lot and that's all fine, because monsters can use the "ready" action.
And this is how a warlock was turned into a pin cushion. The upside was that their quest was to collect maticore tail spikes, so he succeeded in a fashion.
Hahaha fantastic!
"Failed successfully"