5e

Dagger Hall


 

The door at the end of the hallway has dagger shaped cast iron side rails.

Magical Trap

The cast iron railings produce magical daggers that fly towards intruders.

When a creature gets within 30′, the door shoots a single dagger from each cast iron side rail. It will do this once per round while a target is within 30′ facing this side of the door.

Each dagger is a +4 ranged attack for 1d4+1 piercing damage. The daggers disappear after the attack whether the attack succeeds or not.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals separate auras of indeterminate magic on each side rail.

A spell such as Dispel Magic will negate one of the rails. Two castings are needed to completely disable the trap. However, any effect that suppresses magic will suppress both rails.

 

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Roller Stairs


 

A staircase leads down into the darkness.

Mechanical Trap

One of the stairs has been replaced with a cleverly disguised roller.

A DC 12 Wisdom (Perception) check reveals that the stair in question is slightly concave.

When a creature steps on the stair, they must make a DC 14 Dexterity saving throw or fall down the stairs, taking 1d6 falling damage and landing prone at the bottom of the stairs.

The roller can be disabled by wedging something into the side. This requires a DC 10 Dexterity check.

 

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Like Clockwork


 

The door out of this room is in the middle of an oversize grandfather clock.

Magical Trap

The door is part of the clock. If it is opened without disabling the clock, the trap goes off.

The clock is ticking loudly, but if the door is opened, the ticking stops. Creatures within 30 feet must make a DC 16 Wisdom saving throw or the next time they make a skill check, saving throw or attack roll, the result is 10 no matter the die result. In the case of advantage or disadvantage, consider both rolls to be 10.

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

This trap can be disabled by stopping the clock. This requires a DC 16 Dexterity check with thieves’ tools and is at disadvantage. A successful DC 16 Investigation check prior to the Dexterity check grants advantage, effectively cancelling the disadvantage.

 

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Two Part Door


 

A stout wooden door blocks the way.

Mechanical Trap

The wooden door is locked and stuck, requiring force to open it. However, the lower 1 foot of the door is a separate door that is also stuck. When the door is unlocked, it attaches a pin into the lower part, so they both open together.

A DC 12 Wisdom (Perception) check will let a creature notice a hairline gap that runs across the door about a foot off the ground. Closer inspection will reveal that this part of the door is not attached to the upper part.

The door requires a DC 12 Dexterity check with thieves’ tools to unlock. It also requires a DC 12 Strength check to force open. If the door is unlocked first, the strength check is at advantage.

If the door has not been unlocked, a successful Strength check to open the door must be followed by a DC 12 Dexterity saving throw. Failure results in the creature falling prone into the next room. If the creature is aware of the lower door, they may attempt the Strength check to open the door with disadvantage to avoid having to make a saving throw for the lower part of the door.

Disabling this trap requires nails and something to attach the two door pieces together, and can be done by spending one minute to do so.

 

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Rusty Sewer Grate


 

A broken grate, big enough to crawl through, is at the base of the wall.

Mechanical Trap

The grate has been blasted open. Bits of twisted and sharp metal are exposed, but the hole is big enough to crawl through. Bits of sewage coat the exposed metal.

A DC 14 Wisdom (Perception) check will reveal that the metal is slightly slimy. A successful DC 15 Medicine or Nature check will reveal that the slime carries sewer plague.

Crawling through the opening requires a DC 12 Dexterity (Acrobatics) check for size medium creatures. Smaller creatures have advantage on the check while larger creatures have disadvantage. Failure results in 1d2 damage and the possibility of being infected, as per the sewer plague description.

Disabling this trap can be done by cleaning the metal, which requires a disposable cloth and a successful DC 12 Dexterity check. If this check fails, or if the cloth is stored on a person, that person has the possibility of being infected.

 

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A Tight Squeeze


 

A piece of metal partially covers a hole in the wall.

Mechanical Trap

The metal covers a small hole in the wall. It bends inwardly easily, but does not bend the other way.

A DC 10 Wisdom (Perception) check detects the presence of a small pile of something shiny and gold in the back of the hole.

A DC 12 Intelligence (Investigation) check reveals that the space between the walls and the metal is too small for medium or larger sized creatures.

A medium or larger sized creature can squeeze through the opening, the metal bends out of the way easily. This creature will discover a small pile of gold coins. However, once the creature tries to leave, the opening is too small.

In order to leave unharmed a creature must succeed at a DC 21 Dexterity (Acrobatics) check. Failure results in 1d4 slashing damage, and the option to push through with a DC 12 Strength check. If the strength check succeeds, the creature escapes but takes an additional 2d4 slashing damage, while on failure, the creature is trapped but still takes an additional 1d4 slashing damage.

The metal can be pulled off from the outside with a DC 14 Dexterity check, but requires some kind of leverage tool, such as a claw hammer or a crowbar.

 

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Dusty Door


 

An old door is at the end of the hallway. It looks like it hasn’t been opened for years.

Magical Trap

The door is coated in Dust of Sneezing and Choking. Simply opening it causes the dust to be disturbed and form a small cloud around the door.

A DC 16 Wisdom (Perception) check reveals that the door has a lot of dust embedded in the grains and cracks.

Opening the door or striking it causes the dust to billow forth. Simply examining the door does not.

When the dust is released, creatures within 10 feet must make a DC 15 Constitution saving throw or be unable to breathe and start sneezing uncontrollably. The creature affected this way is incapacitated and suffocating. The creature may make another saving throw at the end of each of its turns to end the effect. Lesser Restoration will also end the effect. While the dust dissipates immediately, those that fail their saving throw remain affected until the effect is removed or the saving throw succeeds.

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

This trap can be bypassed by opening it from more than 10 feet away. The dust can also be removed by using a spell such as gust of wind.

 

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Open Portcullis


 

A thick stone archway marks the entrance to this hallway.

Mechanical Trap

The archway houses a portcullis in the ceiling. 30′ down the hallway, a concealed pressure plate causes the portcullis to close when it is stepped on.

A DC 5 Wisdom (Perception) check spots the portcullis above the archway. Several wooden pikes on the bottom can be seen.

A DC 14 Wisdom (Perception) check reveals seams in the mortar around the stones on the floor that outline a 3′ x 3′ pressure plate.

When the plate is stepped upon, the portcullis slides shut. Those under it must make a DC 10 Dexterity saving throw or take 2d6 bludgeoning damage, and end up on a random side of the portcullis. Creatures within 1/2 of their normal walking speed distance may attempt to duck under the portcullis to the other side. A DC 15 Dexterity (Acrobatics) check is required to do so. Failure means that the creature ends up just next to the closes portcullis on the same side they started.

The portcullis can be opened easily from the room above. However, from here, it can be lifted with a successful DC 20 Strength check, or destroyed. It has AC 15 and 30 hp.

If the pressure plate is spotted, it can be easily avoided. Disabling it requires a DC 14 Dexterity check. Jamming the portcullis requires access to several boards, nails and a hammer and/or axe and requires a successful DC 14 Dexterity check.

 

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Bear Trap Door


 

The door pull sits in an iron rimmed recessed circle.

Mechanical Trap

The door pull causes the iron to clamp shut like a bear trap.

A DC 14 Wisdom (Perception) check reveals tiny, sharp ridges on the iron rim.

When the door is pulled open, the creature pulling it must make a DC 14 Dexterity saving throw or take 1d6 piercing damage and becomes restrained.

While restrained, the creature may not take any actions that uses the hand that is trapped. As an action, the trap can be opened with a DC 18 Strength. The trapped creature has disadvantage if performing this check.

The iron trap can be disabled with a DC 14 Dexterity check with thieves’ tools. Failure results in the creature being subject to the trap effect.

 

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Rust Door


 

Two large, rusted iron rings hang from the door.

Magical Trap

The door must be pulled open. The rings cause those that touch them to be subjected to rusting.

When a ring is grasped, the largest metal object worn or carried by the creature begins to rust. Armor takes 1d6 points of AC damage. Weapons or other items that require a roll to use cause that roll to be at disadvantage. Other items simply break when used or become unusable. Magic items are immune to the effect.

The door can be opened by driving a spike and pulling open or other means. Opening the door in this manner will not trigger the rust effect.

And magic cancelling effect, such as an anti-magic field that suppresses the effects of magic items will cause the rings to not cause rust damage.

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

 

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