5e

Levitating Rotunda


Several arrow holes look over this large rotunda.

Magical Trap

 

The rotunda causes intruders to levitate, making them easy prey for the archers.

A DC 12 Wisdom (Perception) check detects an archer behind each arrow hole.

When a party gives the defenders cause, they activate the trap. All targets must make a DC 14 Constitution saving throw or be levitated 10 feet off the ground. This lasts for 10 minutes.

While levitating, the target may not move normally. Ranged and melee attacks against the targets are at advantage, and any Dexterity-based checks or saves are at disadvantage.

A detect magic or similar spell detects an aura of transmutation on the floor.

A dispel magic dispels the effect on a single creature, causing them to fall, or suppresses the effect from being activated for 1 hour, if it has already not been activated.

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Acid Lock


 

An open window is here.

Mechanical Trap

 

The lock mechanism is ceramic and sits in a pool of acid.

A DC 12 Wisdom (Perception) check detects moisture on the inside of the lock.

A DC 14 Intelligence (Investigation) check identifies liquid in the lock as acid.

The lock can be picked with a DC 14 Dexterity check with thieves’ tools. Failure by more than 5 destroys the delicate mechanism, permanently jamming the lock.

However, once the lock picks are used, they are destroyed. If they are wiped down immediately after withdrawn, the lock picks have a 50% chance of being destroyed.

A small hole can be drilled in the bottom of the lock, draining the acid. If this is done, the lockpicks will not be destroyed.

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Little Scrolls


The featureless door just has a parchment attached to it.

Magical Trap

 

The parchment has a bunch of small tear-a-way strips that read “Take one to open door”. Each of these strips is actually a scroll, and tearing them away activates the spell, but does open the door.

There are 9 strips. A DC 18 Intelligence (Arcana) check detects hidden arcane symbols on each tear-a-way part. This check also identifies the spells. From left to right:

1 – Magic Missile
2 – Hold Person
3 – Slow
4 – Phantasmal Killer
5 – Contagion
6 – Disintegrate
7 – Finger of Death
8 – Feeblemind
9 – Power Word Kill

Each spell is cast with the lowest requirements to cast the spell. The DC of any saves is 10 + spell level, and any attacks are made at +spell level.

A detect magic or similar spell detects the individual spell auras.

A dispel magic dispels one of the spells, with the appropriate DC.

With a successful DC 10 + spell level Intelligence (Arcana) check with disadvantage, the strip can be removed, opening the door, and remain intact as a standalone scroll with the spell on it.

 

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Frameless Window


 

An open window is here.

Mechanical Trap

 

The window pane is frameless and open. It falls when the window frame has pressure applied.

A DC 12 Wisdom (Perception) check notes the frameless glass pane situated above the frame.

A DC 14 Wisdom (Perception) check detects that the small piece of wood that runs along the frame is raised slightly. Inspection reveals small springs underneath.

If any pressure is applied to the wood on the frame, the glass pane slams shut. The target must make a DC 14 Dexterity save or take 3d6 slashing damage.

The trap can be disarmed by either smashing the window pane and cleaning it up, which requires a successful DC 12 Dexterity check, or by disabling the springs under the wood, which requires a DC 14 Dexterity check with thieves’ tools.

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Poison Lever


 

A portcullis blocks the way to get outside. A lever is situated 10 feet to the right of it in the stone wall.

Mechanical Trap

 

The lever must be pulled from the base to open the portcullis. Otherwise, it breaks and spills poison gas into the room.

A DC 14 Intelligence (Investigation) check reveals that the lower third nearest the wall of the lever is worn, while the top two-thirds is not work at all.

When the lever is pulled, it snaps off near the lower third. Green gas spills into the room. All targets within 30′ must make a DC 14 Constitution saving throw or fall unconscious for 10 minutes.

Pulling the lever from the bottom third requires a DC 12 Strength check.

Alternatively, the lever can be reinforced with metal strips, wood, etc and pulled normally. This requires a DC 16 Intelligence (Investigation) check to fabricate.

On a failure, the lever breaks as normal.

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Glitter Chest


 

A iron chest is here.

Mechanical Trap

 

The iron chest’s lock is filled with glitter that explodes outwards.

A DC 14 Wisdom (Perception) check detects a small amount of glitter around the keyhole of the lock.

The lock requires the key to open, which also bypasses the trap. If picked, it requires a successful DC 14 Dexterity check with thieves’ tools to open. 

If the lock is opened without disarming it, a cloud of glitter billows forth from the lock. All targets within 5 feet are blinded for 1d6+1 rounds, or 1 round on a successful DC 14 Constitution saving throw. The targets are also covered in glitter, which give disadvantage to any stealth check except in total darkness.

A target may spend 1d4 rounds to remove the glitter from their clothes. Removing the glitter from their eyes requires a DC 10 Intelligence (Medicine) check to end the blindness early.

The trap can be avoided by taking disadvantage on the check to open the lock.

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Burned at the Stake


A pile of wood sits atop a chest. A long stake is attached to the chest, almost reached the ceiling.

Magical Trap

 

Anyone that digs through the wood to get to the chest ends up bound to the stake, and the wood is set alight.

When a target starts to move wood to get to the chest, they must make a DC 16 Wisdom saving throw. On a failure they are teleported to the stake where they are bound by force chains. The wood immediately blazes into an inferno.

Targets in the flames take 6d6 fire damage at the start of their turn, or any time during their turn if they enter. Targets within 10′ of the flames take 2d4 fire damage. The flames burn out in 1 hour.

The target is restrained by the chains.

A detect magic or similar spell detects an aura of evocation and conjuration on the stake and wood pile.

A dispel magic dispels the evocation part first (fire), then the chain part, and then the conjuration (teleport) effect. However, once alight, the dispel has no effect on the fire. Being made of force, the chains are also unaffected.

Getting out of the chains requires either a disintegrate spell, or some kind of teleport magic, as they are slightly different than a normal wall of force.

 

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Pressure Chest


 

A iron chest is here.

Mechanical Trap

 

The iron chest is filled with gold coins, but the chest has been pressurized. Opening it causes the coins to explode outwards.

A DC 14 Wisdom (Perception) check detects a small valve on the back of the chest.

A DC 14 Intelligence (Investigation) check reveals that the chest is warmer than it should be.

When the chest is opened, the pressure blows it open, showering the area in gold coins. All targets within 5′ take 2d6 bludgeoning damage, with a DC 12 Dexterity saving throw halving this damage.

The valve can be operated with a successful DC 11 Intelligence (Investigation) check. When opened, it will make a hissing noise, and when the noise stops 1d4 rounds later, the chest is safe to open.

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Like Nails on a Chalkboard


A large chalkboard is in this wizard’s study. It is full of formulae.

Magical Trap

 

The wizard does not want anyone to change or erase his chalkboard, and has protected it.

If the chalkboard is altered in any way, a ghostly hand appears and drags itself across the board, making a horrible screeching sound. All targets within 30′ must make a DC 13 Wisdom saving throw or become frightened for 1 minute.

The wizard is also alerted magically.

A detect magic or similar spell detects an aura of illusion and transmutation on the chalkboard.

A dispel magic dispels the screeching effect, and a second one dispels the alerting of the wizard.

 

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Gas and Blade


 

A small chest is at the end of a narrow hallway.

Mechanical Trap

 

A horizontal blade shoots out from the wall. At the same time, the area under the blade fills with poison gas.

A DC 12 Wisdom (Perception) check notes a wide seam that runs horizontally along the right wall. Small holes are places at regular intervals under it.

A DC 14 Intelligence (Investigation) check reveals a thin, long line on the opposite wall where the paint has been removed, as well as slight discoloring around the holes.

A DC 14 Wisdom (Perception) check reveals a rectangular outline in the floor, about halfway.

When the plate is stepped on, a huge blade shoots out from the right side. All targets in the hallway must make a DC 14 Dexterity check to avoid the blade. The targets may specify whether they are ducking or jumping. If jumping, the check is at disadvantage. The target takes 8d8 slashing damage on a failure, but ends up either underneath (ducking) or on top (jumping).

One the blade fires, the nozzles underneath release a greasy, black gas. At the beginning of a target’s turn, they must make a DC 16 Constitution saving throw or take 4d6 poison damage. They must also make this saving throw if the enter the gas at any time during their turn. The gas naturally dissipates in 1d4+1 rounds.

The trap can be disarmed or changed in several ways.

The pressure plate can be disabled with a successful DC 14 Dexterity check with thieves’ tools.

The blade can’t be disabled from here, but the holes can be plugged. There are 4 holes, each requiring a successful DC 14 Dexterity (Sleight of Hand) check to disable by plugging it with something, like a cloth. Each hole plugged removes a d6 from the damage.

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