Dungeons and Dragons

No Trap


 

A iron chest, covered in arcane symbols, sits in the corner.

Magical Trap

The chest really isn’t trapped. It’s locked and is able to counterspell any magic cast on it.

The chest requires a DC 20 Dexterity check with thieves’ tools to open.

If any spell is cast on or within 15′ of the chest, that spell is countered. 3rd level and lower spells automatically fail, while for 4th level and higher spells, the chest rolls a spellcasting check at +2 vs. DC 10 + spell level.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of abjuration on the chest, assuming the spell can somehow be cast.

A spell such as Dispel Magic cast onto the box removes removes the counterspell effect permanently. Any effect that suppresses magic causes the counterspell not to activate while the suppression effect is active. Note that all spell effects to disable the box must still not be counterspelled to take effect.

 

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

Chile Powder


 

Several braziers line each side of this long corridor, flaming brightly.

Mechanical Trap

Above each brazier is a bag of chile powder. A tripwire in the middle of the corridor causes the powder to pour into the flames.

A DC 16 Wisdom (Perception) check spots a small bag above each brazier near the ceiling, suspended by a wire.

A DC 14 Wisdom (Perception) check notices a small wire that crosses the corridor halfway down its length.

A creature walking down the hall that does not spot the tripwire trips it, setting off the trap. Each bag of chile powder opens up and spills its contents into the oil and flame. This causes a large cloud to fill the hallway. All creatures in the hallway take 1d6 Constitution damage, and are blinded and incapacitated for 1d4 rounds. A successful save results in only 1 Constitution damage, and the target is merely poisoned for 1d4 rounds.

Ability damage is restored after a short rest.

A DC 12 Dexterity check with thieves’ tools will cut the tripwire without spilling the chile powder. Failure on this check sets off the trap.

Alternatively, each bag of chile powder (8-12) can be individually cut open and safely emptied.

 

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

Better Be Fully Healed


 

A small wooden chest is hidden underneath socks in a drawer.

Magical Trap

The chest has two traps. One is a small blade. The other is a magical trap that deals necrotic damage.

A DC 16 Wisdom (Perception) check reveals a small razor blade underneath the catch that closes the box.

The catch can be broken with a DC 16 Strength check, or opened with a DC 12 Dexterity check with thieves’ tools.

When the catch is opened, the creature opening it must make a DC 12 Dexterity saving throw or take 1 point of slashing damage.

When the box is opened, the creature opening it must make a DC 12 Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any hit points, this damage increases to 1d12.

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

A spell such as Dispel Magic cast onto the box removes the necrotic damage effect permanently. Any effect that suppresses magic suppresses the necrotic damage effect for the duration of the magic suppression. Note, the physical part of the trap – the razor blade – is unaffected by any magical dispels or suppression.

 

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

Spike Chimney


 

A rough, brick chimney leads upwards. There are tons of holes and rough patches for handholds.

Mechanical Trap

Several of the holes have spring activated spikes in them.

A DC 14 Wisdom (Perception) check will reveal that several of the holes in the bricks and mortar have practically no debris or dust in them. If examined, each of these holes contains a spike. The point of the spike is about 6 inches from the surface.

Climbing the chimney requires a DC 10 Strength (Athletics) check for each movement.

If one of the spike-filled holes is used as a handhold, the spike fires. The creature climbing must make a DC 14 Dexterity saving throw or take 1d4 piercing damage. The climb check must also be immediately re-rolled at disadvantage. If the climbing check fails, the creature falls, taking the appropriate damage for height.

Disabling the spikes requires a DC 14 Dexterity check with thieves’ tools. Avoiding the holes with spikes causes the climb check to be at disadvantage.

 

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

Well Lit Chest


 

A large candelabra sits next to a wooden chest.

Magical Trap

The candles on the candelabra become lit when the chest is opened, bathing the area in a sickly green light.

The chest requires a DC 16 Dexterity check with thieves’ tools to successfully open. When it opens, the candles on the candelabra flare to life. A 30′ sphere of sickly green light centered on the candelabra lights the area. Creatures that start their turn or that move into the area for the first time must make a DC 16 Constitution saving throw or take 4d10 radiant damage and suffer one level of exhaustion.

After 10 minutes the candles go out, which also end the exhaustion effect.

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

A spell such as Dispel Magic cast onto the candelabra completely causes the candles to immediately melt into puddles of wax and permanently destroys the magic effect. Any effect that suppresses magic causes the candelabra to be inert for the duration of the effect. If the effect is active, the candles go out and re-light when the effect goes away if it is still within the timeframe of the trap’s duration. Any levels of exhaustion are also negated while magic is suppressed.

 

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

Smack and Ladder


 

A long hallway ends in a metal ladder that is attached to a stone wall which leads up to a small hatch.

Mechanical Trap

Opening the hatch causes all the rungs in the ladder to fold in the middle. At the bottom of the ladder, the floor is hinged about 30 feet away. When the ladder rungs fold, is also disengages the locks that hold the floor in place, although the floor will not pivot on its own, it requires significant force.

A DC 14 Wisdom (Perception) check reveals a that a 60′ x 8′ section of flooring is separated from the rest by a hairline crack. If the ladder is looked at, it also reveals that a hairline crack is in the middle of each rung.

A separate DC 14 Wisdom (Perception) check also reveals that at the very top of the ladder, there is a small gap between the ceiling and the top of the sides of the ladder. A wire can be seen running down into the inside of the ladder sides.

A thin wire runs across the top of the hatch on the other side. When the hatch is opened, this wire is cut, which causes all the rungs fold down in half. Anyone on the ladder must make a DC 14 Dexterity saving throw or fall, taking up to 3d6 falling damage. A creature that falls more than 10 feet causes the floor to tilt downwards. A second DC 14 Dexterity saving throw must be made or the falling creature falls an additional 40 feet, taking 4d6 falling damage. Those standing on the floor on the ladder side of the pivot must make a DC 12 Dexterity saving throw, or they slide down the floor and fall 40 feet, taking 4d6 falling damage. Those on the opposite side are catapulted into the ladder, taking 2d6 bludgeoning damage, and then 6d6 falling damage.

The trap can be disabled by securing the wire at the top of the ladder. This requires a DC 18 Dexterity check with thieves’ tools. Additional steps, such as placing 8+ feet planks across the floor, or finding a way to climb the ladder without relying on the rungs can also circumvent the trap.

 

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

Sewer Door


 

A round metal door seals up a side passage.

Mechanical Trap

Behind this door is backed up sewage.

The door is heavy and stuck, and requires a DC 14 Strength check to pull open.

When the door is opened, all creatures within 15 feet of the door must make a DC 16 Dexterity Saving throw or get covered in raw sewage. Creatures that fail their saving throw must make a DC 11 Constitution saving throw or be infected with Sewer Plague.

Disarming the trap requires either opening the door from more than 15 feet away, or drilling holes in it and letting the sewage slowly escape, but this method requires a drill.

 

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

Pull My Finger


 

An stone hand with a single outstretched finger is the only feature on the stone door.

Magical Trap

The finger must be pulled to open the door. It also blasts the target with necrotic energy.

Any creature that pulls the finger to open the door takes 7d8+30 necrotic damage, or half that on a successful DC 17 Constitution saving throw. A creature killed by this spell rises as a zombie, and attacks anyone attempting to go through the door.

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

A spell such as Dispel Magic cast onto the hand completely dispels the necrotic trap with a successful DC 17 spellcasting check. Any effect that suppresses magic of spell level 7 or higher will suppress the hand for the duration of the effect. Created zombies remain as normal.

 

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

Glass Shards


 

A balcony is a short hop below.

Mechanical Trap

The balcony is about 6 feet down and can be easily jumped down. The floor, however, is covered in small, upright glass shards.

A DC 14 Wisdom (Perception) check is required to spot the glass shards.

The entire glass-covered floor is considered difficult terrain.

A creature that jumps down must make a DC 5 Dexterity (Acrobatics) check or fall prone. On a successful check, the jumping creature takes 1d6 slashing and piercing damage. On a failure, the creature takes 3d6 slashing and piercing damage. The prone creature must make another DC 5 Dexterity (Acrobatics) check to stand up. Failure causes 1d6 slashing and piercing damage. A jumping creature who spots the glass may choose to intentionally avoid the glass. Doing so causes the initial jumping check to be at disadvantage.

A creature the climbs down via a rope or other device can avoid the glass without a check.

The trap can be disabled by dropping large, flat objects over the glass, like a board or carpet.

 

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

They Aren’t Your Enemies


 

Only a lone sentry is behind the portcullis.

Magical Trap

The portcullis has been enchanted to calm anyone approaching it

Any creature that gets within 30′ of the portcullis must make a DC 13 Charisma saving throw or that creature will deem the sentry as not hostile for 10 minutes.

Within 2d4+2 rounds, several reinforcements will arrive and they will attempt to detain or kill the creatures that approached the portcullis.

If all the creatures fail their saving throws, the portcullis will open and let them in, and then close behind them. The reinforcements arrive from a sturdy wooden door 30 feet behind the portcullis. The sentry will attempt to talk to them to keep them there until help arrives.

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

A spell such as Dispel Magic cast onto the portcullis completely dispels the enchantment effect. Any effect that suppresses magic will suppress the enchantment effect, including suppressing the effect on any affected creature for the duration of the suppression effect.

 

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

Blog at WordPress.com.