magical

Bean There


 

The entryway has a soft dirt floor.

Magical Trap

The dirt has beans scattered just below the surface.

A DC 18 Perception (Wisdom) check shows small bumps on the surface, as if something has been covered with a thin layer of dirt. These are the beans.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals magic of an indiscernible school emanating from the ground. (beans)

Any creature that walks on the dirt presses 1d4+1 beans down into the dirt. 1 round later, each bean sprouts into 1d4 shriekers.

If the beans are discovered, they can be easily removed by spending 2d4+1 rounds removing them. Once out of the dirt, they become inert.

 

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Acid Trip


 

The desk drawer is locked, and scored with some deep gashes in the wood.

Magical Trap

The drawer requires a DC 16 Dexterity check to unlock. It can also be forced with a DC 16 Strength check, but that will break the drawer.

A DC 16 Intelligence (Investigation) check reveals that the scored marks in the drawer are burn marks, likely from acid.

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

When the drawer is opened, either by force or unlocking, an acid blob flies out from the desk. The creature opening the drawer and 1 additional creature within 5 feet must make a DC 11 Dexterity saving throw or take 1d6 damage.

The trap can be disabled with a Dispel Magic spell or similar effect.

 

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A Better Dart Trap


 

The walls of the hallway are made of red brick.

Magical Trap

The bricks are discolored and have gouges and chips in them. A taut tripwire holds back a spring loaded crossbow that fires small darts, and activates the trap.

A DC 12 Wisdom (Perception) check reveals the a tripwire that is hooked to the one wall, and enters the wall where the dart is fired from. The tip of a dart can be seen in a deep hole in the wall with a DC 14 Wisdom (Perception) check.

A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of transmutation about the hole. Weapons fired from the hole gain a +1 bonus to attack and damage rolls.

When a creature trips the wire, the dart attacks with a +3 ranged melee attack for 1d4+1 piercing damage.

The trap can be avoided by stepping over the wire. A DC 12 Dexterity check disables the trap. If thieves’ tools are used, the check has advantage.

 

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Daze Door


 

The wooden door has swirls carved into it.

Magical Trap

Circles carved into the door seem to swirl and move, but perhaps it is a trick of the eye.

A successful DC 12 Intelligence (Arcana) check reveals that the carved circles etch the cantrip Daze into the door.

A successful Dispel Magic (DC 10) removes the spell from the door.

The spell otherwise is triggered if the door is opened. The nearest target must make a DC 10 Wisdom saving throw or be incapacitated until the start of their next turn. Targets with 20 or more remaining hit points automatically succeed on the saving throw.

Daze

 

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