Dungeons and Dragons

Jacob’s Ladder


 

A ladder crosses the chasm at about a 45 degree incline.

Mechanical Trap

The ladder is balanced on a single pole at the top and bottom but secured at the ends at the top with detachable clamps.

A DC 12 Wisdom (Perception) check detects the the small cylinder at the end that is closest allows for the ladder to rotate.

The clamps at the top support 100lb. of weight. When a creature that weighs more then 100 lbs. climbs the ladder, the clamps at the top snap after the creature has climbed 1d4 rungs. This causes the ladder to unbalance. The creature on the ladder must make a DC 16 Dexterity saving throw to keep the ladder balanced. On a failure, the ladder flips over and the creature falls, taking 6d6 damage.

On a success, the creature is still on the ladder. To climb each rung, the creature must make a DC 14 Dexterity (Acrobatics) check. There are 10 total rungs on the ladder.

The ladder can be secured by disabling the rotation on the bottom rung. This is achieved by successfully making a DC 14 Dexterity check with thieves’ tools.

 

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

Light Switch


 

A lever serves to open up the portcullis ahead.

Magical Trap

While the lever does open the portcullis, it also creates magical darkness.

When the lever is pulled, the portcullis takes 1 round to fully open. At the same time, an area in a 15′ radius around the portcullis is plunged into magical darkness. This darkness cannot be penetrated with darkvision or non-magical light sources. The darkness lasts  for 10 minutes.

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

A spell such as Dispel Magic cast onto the portcullis will dispel the trap. Any effect that suppresses magic will cause the trap not to activate for the duration of the effect. If the darkness is present, it will also dispel the darkness for the duration of the effect.

 

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

Double Paned Glass


 

A thick window looks into what looks to be a library or study. The door is on the opposite side of the room.

Mechanical Trap

The window is double paned. The interior is filled with acid.

A DC 14 Wisdom (Perception) check shows a small line near the top of the window. On closer inspection, this line turns out to be the top of the fluid in the window.

If the window is broken, the acid spills out onto the floor. All creatures within a 10′ radius of the take 4d4 acid damage, and then continue to take 1d4 acid damage for an additional 1d4 rounds. A successful DC 14 Dexterity saving throw reduces the initial damage in half and negates the ongoing damage.

The trap can be disabled by drilling a small hole in the glass and letting the acid slowly leak out. This requires a successful DC 14 Dexterity check with thieves’ tools. Failure means the glass shatters and breaks.

 

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

Screaming Chest


 

A smiling face has been carved into the wooden chest.

Magical Trap

If the chest is damaged in any way, the face screams very loudly.

It requires a successful DC 18 Dexterity check with thieves’ tools to open the lock

When the chest if damaged, or if a lock pick attempt fails, the face screams. All creatures within 30′ take 3d6 sonic damage and are stunned for 1 round. A successful DC 14 Constitution saving throw negates the stun effect and halves the damage.

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

A spell such as Dispel Magic cast onto the chest will dispel the trap and cause the face to stop smiling. Any effect that suppresses magic will cause the face to stop smiling for the duration of the effect, as well as suppress the sonic attack.

 

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

Chandelier


 

A chandelier hangs above a door. A rope runs from the chandelier and is tied to the door handle.

Mechanical Trap

The chandelier falls when it is untied. The chandelier is heavy enough that the door cannot be opened until the rope is removed.

A DC 12 Wisdom (Perception) shows that the chandelier’s crystals are filled with a clear liquid.

When the rope is untied or cut, it requires a DC 20 Strength check to prevent the chandelier from falling to the ground. If the chandelier falls, any creatures directly underneath the 5 foot square must make a DC 14 Dexterity saving throw or take 3d6 bludgeoning damage. Additionally, the crystals break, and the liquid bursts into flames. All creatures within 30′ take 4d6 fire damage, or half damage on a successful DC 14 Dexterity saving throw.

If the crystals are removed, or the chandelier extinguished, the fire will not start.

 

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

Melting Door


 

A stone door leads into the temple.

Magical Trap

The door melds into the surrounding blocks of the temple when someone tries to open it.

When a creature opens the door, the edges of the door flow into the the blocks of the temple, creating a solid stone wall. The wall now has AC 15 and 1800 hp.

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

A spell such as Dispel Magic cast onto the door will dispel the trap and the door can be opened as normal. Any effect that suppresses magic will also allow the door to be opened for the duration of the effect.

 

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

Anti Climber Tower


 

The top of the tower is just a wooden platform of planks. The planks extend out into space over the tower’s walls by 2 feet.

Mechanical Trap

The planks are on a fulcrum on the tower’s walls.

A DC 14 Wisdom (Perception) check detects that the inside end of the outer planks are all slightly uneven, with some raised a little more than others.

When a creature applies weight to the outer 2 feet of the plank, without any counter weight on the other side, it rotates downwards towards the ground. The creature applying the weight must make a DC 14 Dexterity saving throw of fall towards the ground, taking 3d6 damage.

The planks can be disabled with a DC 10 Dexterity check by securing them to the rest of the platform. Or they can have a counterweight equal to 1/2 or more of any weight applied to the far end.

 

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

Stay Out


 

A large iron double door is at the end of the corridor.

Magical Trap

If a creature gets within 5′ of the door, a large, shimmering hand of force appears in front of it. Depending on what the creature does, the hand takes different actions.

At first, the hand just appears between the creature and the door. The hand has a strength of 26. Creatures with a strength less than 26 may not move through the hand, buy may attempt to go around it with a DC 19 Dexterity (Acrobatics) check. The hand may also be dispelled with Dispel Magic with a DC 15 spellcasting check, or with any other mechanism that dispels or suppresses a level 5 spell.

However, if dispelled or circumvented, another hand appears. This one also has a strength of 26, and will make an opposed Strength (Athletics) check vs. the creature, moving it back 25 feet. At this point, it acts like the hand above.

If the second hand is dealt with, a third hand appears. This one will strike any creature that comes within 5′ of it. It attacks at +4 melee for 4d8 force damage. On a miss, a creature may pass it.

If the third hand is dispelled or circumvented, a fourth and final hand appears. This one makes a grapple check at strength 26 vs. the opponent. When the hand achieves a grapple, it holds the target in place for 1 minute. If the target tries to escape, the hand squeezes, dealing 2d6+4 bludgeoning damage.

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

A spell such as Dispel Magic cast onto the door will dispel a hand with a  successful DC 15 caster check. If a hand is dispelled, the next hand that would come out will come out. A total of 4 dispels are needed to completely remove the trap. Any effect that suppresses magic at spell level 5 will suppress the current hand for the duration of the effect, and cause the next hand to appear. This ends the suppression effect.

 

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

Lead Ball


 

A ventilation hole for a fire is right next to the door.

Mechanical Trap

The ventilation hole contains a heavy lead ball held in place by a metal sheet. A pressure plate on the floor retracts the sheet, dropping the ball.

A DC 12 Wisdom (Perception) check detects the faint outline of a square in front of the door.

Stepping on the plate drops the ball. The creature must make a DC 12 Dexterity saving throw or take 2d6 bludgeoning damage.

The pressure plate can be disabled with a DC 12 Dexterity check with thieves’ tools. If tools are not used, the check has disadvantage.

The pressure plate can also be avoided by opening the door and stepping over it. This requires a DC 10 Dexterity (Acrobatics) check to open the door and a DC 5 Dexterity (Acrobatics) check to step over the plate.

 

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

Escape Pool


 

The only way out appears down, into a deep, clear pool of water.

Magical Trap

A wall of force sits about 1 foot below the surface of the water.

A DC 18 Intelligence (Nature) check reveals that the water appears to be moving differently in a 20’x20′ area. This is the area right above the wall of force.

If an object is dropped, it will be clearly seen to go down 1 foot and stop.

A creature which jumps into the pool hits the wall and takes 6d6 falling damage.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of evocation just below the surface of the water.

A spell such as Dispel Magic cast onto the wall will dispel the wall with a successful DC 15 caster check. Any effect that suppresses magic at spell level 5 will suppress the wall for the duration of the effect, causing it to disappear if it has already been activated.

 

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

Blog at WordPress.com.