Force Trip


 

A narrow bridge crosses the deep gorge.

Magical Trap

Small cylinders of force appear on the bridge when it is crossed, creating a tripping hazard.

When a creature gets halfway across the bridge, small, invisible cylinders of force appear at about ankle level. The creature must make a DC 14 Dexterity saving throw or trip and fall off of the bridge, taking 4d6 damage. For the next 8 rounds, any creature making a move action on the bridge must either limit movement to 5 feet per round, or make a DC 14 Dexterity (Acrobatics) check to avoid tripping and falling.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of evocation.

A spell such as Dispel Magic will dismiss the cylinders, while any effect that suppresses magic will cause the cylinders to disappear for the length of the effect. However, after 8 rounds, the cylinders disappear no matter what.

 

Categories: 5e, Dungeons and Dragons, magical | Tags: , | Leave a comment

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