magical

Blade Arch


 

An archway leads to the next room.

Magical Trap

Several blades line the archway and point inwards. They have been rendered invisible.

When a target walks through the archway, it must make a DC 14 Dexterity saving throw or take 4d4 slashing damage. Once tripped, all 24 blades appear in the archway.

The archway can be traversed with a successful DC 14 Dexterity (Acrobatics) check. Failure results in 4d4 slashing damage.

An aura of illusion on the archway can be detected with detect magic or a successful DC 11 Intelligence (Arcana) check.

Dispel magic or a successful DC 14 Intelligence (Arcana) check removes the illusion. Once dispelled, each blade can be removed with a successful DC 10 Dexterity check. Failure results in 1d4 slashing damage.

 

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Heavy Coin


 

A bag of coins is in the dresser.

Magical Trap

One of the coins increases in weight over time.

After the bag is picked up, the coin doubles in weight every 10 minutes, starting at 0.2 pounds. The coin cannot be dropped, discarded or spent.

An aura of transmutation on the coin can be detected with detect magic or a successful DC 13 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check removes the weight from the coin, rendering it into a normal gold piece.

 

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Cat Statue


 

A small, jeweled cat statue sits on a table.

Magical Trap

The cat causes those who pick it up to fall asleep.

When the cat is picked up, up to 3 targets in a 30 foot radius must make a DC 13 Wisdom save or fall asleep for 10 minutes. Taking damage or being disturbed, such as being slapped, will end the effect early.

An aura of enchantment on the cat statue can be detected with detect magic or a successful DC 13 Intelligence (Arcana) check.

Dispel magic or a successful DC 13 Intelligence (Arcana) check removes the enchantment from the statue.

 

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Knocker-Back


 

A heavy iron knocker is on the door, it appears to open it as well.

Magical Trap

The knocker activates a sonic blast.

When the knocker is used, it makes a very loud noise. All targets in a 15 cone take 4d6 sonic damage and are stunned for 1 round. A DC 14 Constitution saving throw halves the damage and negates the stun effect.

An aura of evocation on the door knocker can be detected with detect magic or a successful DC 12 Intelligence (Arcana) check.

Dispel magic or a successful DC 15 Intelligence (Arcana) check removes the enchantment from the knocker.

 

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Heavy Jewelry


 

A small jewelry box is under the bed.

Magical Trap

The jewelry box is enchanted to become very heavy when it has been moved away.

When the jewelry box has been moved 1000 feet away from its location, it suddenly becomes very heavy, weighing 1,000 pounds. The lid weighs 500 pounds and requires a DC 18 Strength check to open.

An aura of abjuration on the box can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic or a successful DC 16 Intelligence (Arcana) check removes the enchantment from the box.

 

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Endless Daggers


 

A delicate, golden chain has been wrapped around the handles of the double doors.

Magical Trap

Removing the chain causes the trap to trigger.

When the chain is removed, a dagger appears in mid-air and flies towards the target. It makes a +4 ranged melee attack for 1d4+1 damage.

An aura of evocation on the chain can be detected with detect magic or a successful DC 14 Intelligence (Arcana) check.

Dispel magic destroys the trap and any existing daggers. The trap may also be disarmed with a successful DC 16 Intelligence (Arcana) check. Closing the doors and putting the chain back halts the daggers, but does not disable the trap.

 

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Stoned Ball


 

A velvet cloth lays draped over an object on the table.

Magical Trap

Under the cloth is a crystal ball which turns the viewer to stone.

Looking into the crystal ball, the viewer sees a tiny image of a medusa. The viewer must make a DC 16 Constitution saving throw or become restrained as it starts being turned to stone. On a failure, the creature makes another saving throw at the end of each of its turns. It must make 3 successes before 3 failures or become fully turned to stone.

A spell such as Detect Magic detects an aura of transmutation on the ball.

A spell such as Dispel Magic destroys the ball with a DC 16 spellcaster check. Effects that suppress magic at spell level 6 or above will suppress the ball or an active effect for the duration of the suppression.

 

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Wall of Pain


 

Several handholds allow easy access up the wall.

Magical Trap

Some of the handholds cause magical injury to the climber.

Each handhold has a 25% chance of attacking the target with a +4 touch attack which deals 1d8 necrotic damage. A target that takes damage must make a DC 12 Fortitude save or fall, taking the appropriate falling damage. If the trap has been discovered in any way, this save is at advantage.

A spell such as Detect Magic detects an aura of necromancy on individual handholds.

A spell such as Dispel Magic permanently disables an attack on an individual handhold. Effects that suppress magic suppress attacks on all handholds within range for the duration of the suppression effect.

 

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Underworld Shrine


 

A small shrine to an unknown god stands outside this cave.

Magical Trap

The shrine attacks those who pass without giving an appropriate sacrifice.

A successful DC 15 Intelligence (Religion) check shows that the shrine honors an ancient death god.

Before the shrine is a large, bowl shaped stone. A DC 14 Wisdom (Perception) check reveals small stains in the bowl.

A successful DC 12 Intelligence (Investigation) or DC 12 Wisdom (Medicine) check shows these stains are dried blood.

In order to pass unharmed, a target must cut themselves for 1 hp of damage and let the blood drop into the bowl. If a target enters the cave without this sacrifice, the target suffers a +4 ranged attack for 1d8 necrotic damage by a ghostly, skeletal hand. On a successful hit, this hand stays with the target until they leave the cave. While this hand is attached to the target, the target may not regain hit points.

The only way the shrine can be disabled is with a Hallow spell. This will destroy the shrine and remove any existing effects.

 

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Cold Floor


 

Each door has a metal grate in the floor before it.

Magical Trap

The doors set off a cone of cold that shoots upwards through the grate.

Any target that opens a door gets blasted by cold coming from the grate. The target on the grate takes 5d6 cold damage, and is stuck to the grate for 1d4 rounds and is restrained. A DC 15 Dexterity save halves this damage and prevents the target from sticking to the grate.

It requires a DC 15 Strength check to move off the grate and end the restrained condition.

A spell such as Detect Magic detects an aura of evocation on the door.

A spell such as Dispel Magic permanently disables the cold attack. Effects that suppress magic suppress the cold effect for the duration of the suppression effect. However, once damaged, the disadvantage will not be suppressed.

 

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