5e

Grapple Doorknob


 

A brass doorknob is set into the door.

Mechanical Trap

 

The doorknob has several hooks in it that extend and grapple the target.

A DC 12 Wisdom (Perception) check reveals 6 slots in the doorknob.

When a target opens the door, 6 hooks sink into the target’s hand. The target must make a DC 13 Dexterity saving throw or take 6d2 piercing damage and become restrained.

A target can free oneself by spending 6 actions to remove the hooks. Other characters can also perform these actions. Or, the target can make a single DC 12 Strength check to rip their hand free. This causes an additional 6d2 slashing damage.

A DC 14 Dexterity check with thieves’ tools disables the spring that launches the hooks.

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Acid Trip


Several bubbles swirl about on the floor.

Magical Trap

 

These are the remains of a wizard’s experiments. Each bubble is filled with acid. They harmlessly bounce about, like balloons. However, the floor is uneven. Falling on a bubble breaks it.

A DC 14 Wisdom (Perception) check notes small changes in elevation in the layer of bubbles. These are the points where the floor is uneven.

Unless a target walks around the uneven parts, they have a 25% chance of stepping on one during each movement. If they step on one, they must make a DC 14 Dexterity saving throw or fall prone. When they fall, that target, and any target within 5′ takes 1d6 acid damage.

A detect magic detects an aura of conjuration on each bubble.

The trap can be neutralized with a dispel magic.  Each casting affects one bubble.

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Weak Floor


 

A heavy chest of drawers sits up against the wall, sitting on a rug.

Mechanical Trap

 

The chest of drawers is supported by the heavy rug over a hole. When the top locked drawers is opened, it releases the supports, sending the rug down the hole.

A DC 12 Wisdom (Perception) check notes that the rug sags somewhat in the middle. 

When the top drawer is opened without the key, which requires a DC 14 Dexterity check with thieves’ tools, the pins holding the rug in place under the legs of the chest retract. This causes the rug and anyone standing on it to plummet through the hole. All targets within 5′ of the chest must make a DC 12 Dexterity saving throw or fall 3 stories, taking 3d6 falling damage and 2d6+3 piercing, bludgeoning and slashing damage from the drawers.

The drawer itself can be disarmed with a successful DC 12 Dexterity check with thieves’ tools. A failure sets off the trap.

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Jail Closet


Several valuables are stored on shelves in this closet.

Magical Trap

 

If anything is removed from the shelves, an invisible cage surrounds the closet.

The door to the closet is locked, requiring a DC 14 Dexterity check with thieves’ tools to open.

If a target removes any object from the shelf, the closet becomes surrounded by bars made of force 1/2″ wide and 1/2″ apart. The bars last for 1 hour. 

A target may only leave by magical means. Creatures using teleportation or extraplanar travel must first make a DC 17 Charisma saving throw or the spell fails and is exhausted.

A detect magic detects an aura of evocation in the closet.

The trap can be neutralized with a  dispel magic. (DC 17) However, once it is sprung, the bars cannot be dispelled.

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Very Clear Glass


 

A archway is up ahead.

Mechanical Trap

 

The archway contains a thin sheet of very clean glass.

A DC 12 Wisdom (Perception) check notes a tiny bit of reflection from the archway.

If the archway is walked into, the glass shatters. The target takes 6d6 slashing and piercing damage, with a DC 13 Dexterity saving throw halving this damage.

The glass can be safely broken from more than 5 feet away.

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Personal Journal


A locked diary is in the drawer.

Magical Trap

 

The diary has an extra-planar guardian that causes the reader to go insane.

A warning has been written on the diary in draconic, “Read my thoughts; lose yours”.

The diary can be opened without the key with a successful DC 14 Dexterity check with thieves’ tools. Forcing it open destroys the diary. However, if opened without the key, the target must make a DC 15 Intelligence saving throw or take 6d6 psychic damage and go insane.

While insane, the target may not take actions, can’t understand speech, can’t read and speaks in gibberish. A greater restoration spell or long rest ends the insanity.

A detect magic or DC 19 Intelligence (Arcana) check detects an aura of divination on the book.

The effect on the book can be neutralized with a  dispel magic. (DC 15)

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Mirrored Floor


 

The floor tiles are made of a reflective metal.

Mechanical Trap

Several of the tiles are actually small pits of molten metal.

A DC 12 Wisdom (Perception) check detects heat coming from several of the tiles and a DC 14 Wisdom (Perception) check reveals that several of the tiles are duller then the others.

There is a 25% chance on each movement or combat action that a molten pit is stepped on unless specifically avoided. When the target steps onto a molten square, they must make a DC 12 Dexterity saving throw or take 3d6 fire damage.

Avoiding the tiles requires no check for normal movement. For all other movement and action, avoiding a tile requires a DC 12 Dexterity (Acrobatics) check.

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It’s Not Easy Being Green


A small glass display case houses a few valuables.

Magical Trap

 

The case is enchanted to turn would-be thieves green.

When a target opens the case, they must make a DC 12 Wisdom saving throw. On a failure, their skin turns green. If they aren’t already green, this causes disadvantage on any Charisma based rolls.

The green wears off in 24 hours.

A detect magic or DC 14 Intelligence (Arcana) check detects an aura of enchantment on the door case.

The effect, either on the case or target can be neutralized with a dispel magic.

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Gas Fireplace


 

A pouch of coins hangs inside the fireplace, just inside the flue.

Mechanical Trap

The pouch hangs from a weighted lever. If the pouch if removed, fire bellows out from below.

A DC 12 Wisdom (Perception) check notes that the pouch is hanging on a small peg that can move up.

When the pouch is removed, the peg moves up. This activates the fireplace. The target must make a DC 14 Dexterity save at disadvantage, or take 3d6 fire damage. If a target starts their round in the fireplace, they take 2d6 fire damage. The fire burns out in 1d4 rounds.

The trap can be disabled by either jamming the lever, which requires a DC 12 Dexterity check with thieves’ tools, or by using a counterweight to hang instead. This requires a DC 12 Dexterity (Sleight of Hand check). Failure causes the trap to go off.

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Handshake Door Pull


The door has a bronze hand for a handle.

Magical Trap

 

When the handle is grasped, it closes around the hand of the target. The target must make a DC 12 Dexterity saving throw, or become restrained. Each round after, the grip tightens, causing cumulative +1d6 bludgeoning damage until the damage reaches 5d6, where it goes back down to zero damage 5 rounds later. It does not release the target, though.

Escaping the hand requires a DC 12 (+ #d6 damage) Strength check. So for example, on the 4th round, when it does 4d6 damage, the DC is 16.

A detect magic or DC 18 Intelligence (Arcana) check detects an aura of evocation on the door handle.

The hand can be neutralized with a dispel magic.(DC 16)

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