5e

Oil on the Stove


 

The smell of cooking oil permeates the air.

Mechanical Trap

A hot pot of cooking oil is on the oven. The exit door causes a water bucket in the vent above the stove to dump water into the oil.

A DC 12 Wisdom (Perception) check will reveal that the top of the door has twine attached to it that runs along the seam between the ceiling and wall and enters the vent.

When the door is opened, the water spills into the pot. Every creature in the room takes 3d6 fire damage and is on fire for 1d4 rounds. While on fire, a creature takes 1d4 fire damage at the start of their turn. A DC 14 Dexterity saving throw halves the damage, and also means that the creature is not on fire and does not take the ongoing fire damage.

The trap can be disabled simply by cutting the twine before opening the door.

 

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Escape Route


 

The basement has a chest, and no other exits.

Magical Trap

The chest, when opened, creates the illusion of a door on the back wall.

There is a secret door on the back wall, which can be located with a DC 18 Wisdom (Perception) check.

When the chest is opened, a wooden door appears on the back wall. The wooden door is actually overlaid onto a secret door. Opening the wooden door opens the secret door. However, behind the wooden door there appears to be a corridor headed upwards, with daylight showing in the distance. In reality, it’s a 60′ deep shaft. Creatures interacting with the door may make a DC 14 Wisdom saving throw. If it succeeds, they see the shaft, and not the corridor.

When a creature steps into the doorway, they must make a DC 14 Dexterity saving throw or fall, taking 6d6 falling damage. Observers will just see the creature disappear, unless they are successful on a DC 14 Wisdom saving throw. Then they will see them fall.

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

A spell such as Dispel Magic cast onto the chest will dispel the illusion effect permanently. Any effect that suppresses magic will suppress the illusion for the duration of the effect, causing it to disappear if it has already been activated.

 

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Crawlspace


 

A small wooden crawlspace can be entered at the back of the room.

Mechanical Trap

The crawlspace is lined with wooden planks, all of which have a little give. This give causes some of the nails to pop out slightly while using it.

A DC 14 Intelligence (Investigation) check reveals that the crawlspace is old and needs repair. The boards are somewhat loose and it looks like not all of the nails are secured.

Each time a creature makes a move in the crawlspace, they must make a DC 14 Dexterity (Acrobatics) check, or get caught on a nail, taking 1 point of damage. If the creature is wearing armor, and fails the check by 5 or more, the creature also becomes restrained, and movement ends. It requires an action by the creature or another creature to end the restrained effect.

If the creature moves at half speed, the creature will gain advantage on the check while moving.

 

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Self Healing Chest


 

The lock on the chest appears rusted shut.

Magical Trap

The lock and chest repair themselves after each round.

The lock is impossible to pick, and must be broken to open, or the chest broken to open. The lock has AC 19 and 10hp. The chest is AC 15 and 15 hp.

Every time either the lock or chest take damage, unless it is enough to completely destroy it, they completely heal themselves. Once destroyed, the healing effect is permanently lost.

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

A spell such as Dispel Magic cast onto the chest or lock will dispel the healing and any damage will be taken as normal. Any effect that suppresses magic will suppress the healing for the duration of the effect. If the lock or chest are not completely broken, they will heal once the effect ends.

 

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Piston Tiles


 

The stone tiles in this room are all a uniform 5 foot square.

Mechanical Trap

Each tile in the middle of the room has a pit and piston underneath it. First it drops, igniting the tunnel, and then slams up to the ceiling.

A DC 14 Wisdom (Perception) check reveals that the tiles 10′ into the room have a couple of mm of space between it and the next tile. This area is as wide as the room and 20 ft deep.

When one of these tiles is stepped on, the tile immediately drops 20 feet. A creature on the tile must make a DC 14 Dexterity saving throw or take 1d6 falling damage.

When the piston hits the bottom, the pit fills with flame as an explosion drives the piston up again. Creatures in the pit take 3d6 fire damage, with a DC 16 Dexterity saving throw for half damage.

The piston drives all the way to the ceiling. Creatures on the piston may make a DC 14 Dexterity saving throw when it leaves the pit to jump off. Otherwise, the creature takes 3d6 bludgeoning damage when the piston reaches the top.

The piston then resets.

Note that if a creature jumps to an adjacent tile that has a piston, this cycle is repeated.

The trap can only be disabled from underneath the tile. A creature must get under the tile, requiring a DC 14 Acrobatics check to get under the tile while it is rising. The creature still takes 2d6 falling damage unless mitigated somehow. If the creature moves at any rate slower than normal falling speed, they will take 2d6 bludgeoning damage as the piston lands on top of them at the bottom, as there is only 3′ of clearance. Once underneath, a DC 16 Dexterity check with thieves’ tools will cause the piston to rise where it can be stopped and locked at any point.

Creatures may also try to hop from one tile to another by making successive Dexterity saving throws from tile to tile. Once a creature is aware of the trap, these saving throws have advantage.

 

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Wait Here


 

A small rope pull appears to open the gate’s latch.

Magical Trap

The rope pull activates a magical rope trap in front of the door.

A successful DC 12 Intelligence (Investigation) check shows a rope textured circle in the dust, 5 foot in diameter, in front of the door.

When the rope is pulled, any creature standing in front of the door must make a DC 12 Dexterity saving throw or be magically hoisted upside down, hanging 3 feet above the ground. The creature is restrained for 1 minute or until released.

A successful Dexterity saving throw at the end of the creature’s turn will end the effect. Or, that creature or an adjacent creature may make a successful DC 12 Intelligence (Arcana) check to end the effect.

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

A spell such as Dispel Magic cast onto the rope will permanently disable the trap. Any effect that suppresses magic will suppress the trap for the duration of the effect.

 

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Breaking Windows


 

A few windows on the front of the building lead into an office.

Mechanical Trap

The windows are trapped from the inside. If they are opened, small hammers break the glass, sending shards outwards.

A DC 10 Wisdom (Perception) check reveals the the inside of the window frames are lined with several small hammers on springs.

If the window is opened, all of the spring loaded hammers fire, sending glass shards outwards. All creatures within 5′ of the window take 2d6 slashing damage, with a successful DC 12 Dexterity saving throw halving this damage.

The trap can be easily disarmed from inside, by locating a small switch on each window with a DC 10 Wisdom (Perception) check and flipping it. The only way to disarm the windows from the outside is to break the glass. At this point, the hammers can be disarmed, or if they do fire, there is nothing for them to hit.

 

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Steal From Me?


 

A gem has been left outside of a small vault.

Magical Trap

The gem is worthless. It is enchanted, and appears to be worth quite a tidy sum. Only if something like Detect Magic is used will the gem’s real value be known. If the gem is taken, a valuable item from the creature taking it is stolen.

If the gem is picked up by a creature, that creature must make a DC 12 Dexterity saving throw or its most valuable item not currently being carried or worn as clothing disappears. This item is transported inside of the vault.

The vault requires a DC 25 Dexterity check with thieves’ tools to open. Breaking it is difficult. It has AC 20 and 1,000 hp. If opened, the contents consist solely of the stolen item.

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

A spell such as Dispel Magic cast onto the gem will destroy the gem with a successful DC 18 spellcasting check. Any effect that suppresses magic at spell level 8 will suppress the gem abilities for the duration of the effect.

 

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Glass Floor


 

A ornate stone floor spans the room.

Mechanical Trap

The floor is made of glass and been cleverly painted to look like stone. Underneath is a deep, spiked pit.

A DC 10 Wisdom (Perception) check reveals that that floor does not feel like stone when stepped on, as it slightly flexes.

If investigated, it is immediately obvious that the floor is made of glass.

Creatures that move more than half speed, or take combat actions on the glass run the risk of the glass breaking. In order to not break the glass, a creature must make a DC 12 Dexterity (Acrobatics) check to avoid breaking the glass. If the creature is not aware that they are on glass, this check is at disadvantage.

If the glass breaks, it creates a jagged 5′ diameter hole centered on the creature. All creatures within the diameter must make a DC 12 Dexterity saving throw or fall into the pit, taking 3d6 falling and 2d6 piercing damage. Those creatures that make their saving throw that are more than 5′ away from an exit to the room, must make the DC 12 Dexterity (Acrobatics) check to avoid breaking the glass again. This can cascade many times until the floor is entirely gone.

 

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Ivy Wall


 

A tall brick wall is covered with vines and a trellis.

Magical Trap

The ivy will actively try to pull off any climbers.

The combo of vines and trellis make this 30′ tall brick wall easy to climb. It requires a DC 10 Strength (Athletics) check with advantage to successfully climb the wall.

However, when a target nears the top, the vines will animate and try to pull the climbing creature off of the wall. A climbing creature must make a successful DC 14 Dexterity saving throw to avoid the vines. Creatures that fail the saving throw have disadvantage on their climb checks. A failed climb check means the creature falls, taking up to 3d6 falling damage.

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

A spell such as Dispel Magic cast onto the vines will not only keep them from animating, but will also kill them. The vines wither, die and fall off the wall in 1d4 rounds. This removes the advantage to climb checks. Any effect that suppresses magic will suppress the vines from animating for the duration of the effect.

 

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