D&D 5E Does Rope Trick Heal?

Does Rope Trick Heal?

  • Yes

    Votes: 8 10.0%
  • No

    Votes: 72 90.0%

I say no. And here is why: if an enemy knows where your rope trick is used, they can set up something nice for you when you come back.
And since you can´t view anything but the grund below, that can prove quite impracticable.
My players once used a magic item in 2nd edition that allowed a safe rest for 8 hours... inside an occupied cavern... which triggered a very hard fight after that rest.
But then, in 5e rope trick was used to escape the attack of a giant ape.

So against enemy´s that may have heard of the trick, you need to make sure you are not spied upon while doing the rope trick. If an enemy familiar spots you doing the trick, you might be in a lot of trouble. A simple spell like minor illusion may close your only way of looking outside and you need to climb out one by one or wait to drop out all at once when the spell ends. Which may also be a problem for the PCs.
As much as I do think TreantMonks spell evaluations are generally useful, you need to evaluate a spell yourself in specific situations or party compositions.
 

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Yunru

Banned
Banned
I say no. And here is why: if an enemy knows where your rope trick is used, they can set up something nice for you when you come back.
And since you can´t view anything but the grund below, that can prove quite impracticable.

But... that doesn't change what the spell does?
I'm not seeing how it impacts whether it counts as healing or not?
 


billd91

Not your screen monkey (he/him)
I couldn't believe it was a serious stance either.

It doesn't directly heal, but it's clearly in the realm of healing-enabling resources. So if someone wants to view it in a utility framework rather than a mechanical framework, I can totally see it being lumped in with healing spells. Honestly, it's a "Well, duh" kind of question.
 

Satyrn

First Post
Aye, the reason you cast it (I assume; we've never actually used it) is to take a short rest, to heal and recharge. So it's a healing-adjacent spell.

The reason you cast fireball is to "accidentally" kill the wizard's familiar. Well, the reason the players at my table cast fireball.
 

It is nit-picky, for certain, but RAW IMO. Personally, I would not be this crazy about not allowing the spell to provide space for a secure Short Rest, but for people who don't want that functionality, here you go...

Since the rule for a Short Rest is "at least one hour", the spell wouldn't allow enough time by itself. After all, each character would have to take time to climb the rope, so with that time spent, they would not have an hour inside the space provided by the spell. Since a character can't do anything "more strenuous than eating, drinking, reading, and tending to wounds", after the spell is about to expire and everyone climbs back down, that would be "more strenuous", thus reseting the clock on the short rest hour.
It's a climb that doesn't require a skill check of any kind. That is not "more strenuous" in my book.

Any DM who tries to rule it as you suggest is a DM that will quickly have no players.
 

Mistwell

Crusty Old Meatwad (he/him)
In the example I gave the location is already safe other than the encounter you are in. So please stick to the example I provided. If the location is already safe other than the encounter you are in and you use fireball to end the encounter and then rest then did fireball heal?

Sorry but it's not safe. That's sort of the point. Wandering monsters are a thing. If your game doesn't use them and stuff is just always safe after a battle, then healing becomes pretty meaningless anyway. Why not rest 8 hours every time? What's stopping you, if it's just plain safe? The point is, you never know if it's safe.
 

FrogReaver

As long as i get to be the frog
Sorry but it's not safe. That's sort of the point. Wandering monsters are a thing. If your game doesn't use them and stuff is just always safe after a battle, then healing becomes pretty meaningless anyway. Why not rest 8 hours every time? What's stopping you, if it's just plain safe? The point is, you never know if it's safe.

So now I play d&d wrong because I dont use wandering monsters all the time? Lol. A bit one true way isnt it?
 
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Mistwell

Crusty Old Meatwad (he/him)
So now I play d&d wrong because I dont use wandering monsters all the time? Lol. A bit one true way isnt it?

No because you don't know if your DM is using wandering monsters for that area or not. You don't always have to use them as a DM, but you keep the question in the mind of the players if resource depletion is going to be an element of your game. Otherwise, the players have much less incentive to refrain from a long rest after every encounter. And as much of the system is built on the premise of resource depletion being an element...you'd have to do a lot of additional work to make the game challenging in terms of the combat portion of the game if you don't keep that "unexpected challenge appearing" question out there.
 
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In the example I gave the location is already safe other than the encounter you are in. So please stick to the example I provided. If the location is already safe other than the encounter you are in and you use fireball to end the encounter and then rest then did fireball heal?

Stop being a troll. First off no player KNOWS a place is safe EVER. You do not even know the current encounter is over until the DM tells you. So no fireball is not a heal.

Question though, how guaranteed safe is Rope Trick? If a powerful enough mage sees you enter the Rope Trick could he not cast Dispel Magic on the area and suddenly drop everyone out of their safe zone?
 

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