Posts Tagged With: 5e

Overlook


The wall drops off here, exposing a very tall cliff.

Magical Trap

 

At the foot of the cliff is a cave that leads to a colony of merfolk.

A target that looks over the cliff can make a DC 12 Wisdom (Perception) check. On a success, they spot the sea cave at the bottom of the cliff, hidden among jagged rocks. At the same time if this is successful, the target must make a DC 16 Strength (Athletics) check. On a failure, the target is pushed off the cliff, where they take 20d6 bludgeoning and 10d6 piercing damage.

A detect magic detects an aura of evocation near the edge.

A dispel magic prevents the pushing effect for 1 day.

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

Electric Lock Box


The lock on the door is covered by a wooden box.

Mechanical Trap

 

The lock is electric and has live wires crammed in the box.

A DC 14 Intelligence (Investigation) check detects the presence of static electricity around the wooden box.

The target must make a DC 14 Dexterity saving throw when the box is removed. On a failure, the target takes 6d6 electricity damage.

The wires can be cut away from the lock. This requires a successful DC 12 Dexterity (Sleight of Hand) check. Failure results in the damage above.

The lock on this side is a simple knob that can be turned.

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

Muddy Boots


The house has a black door mat in front of the entrance.

Magical Trap

 

Folks that do not wipe their feet regret it.

A DC 12 Wisdom (Perception) check detects that the mat is very clean.

A target that enters the dwelling without wiping off their feet becomes cursed for 24 hours.

When that target leaves the house, for the next 24 hours, they leave muddy footprints behind unless they make a DC 14 Wisdom saving throw.

A detect magic detects an aura of evocation on the mat.

A dispel magic destroys the mat or dispels an ongoing effect.

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Rust Monster Graveyard


Here is another installment of exTRAPaganza, our Thursday over-the-top trap series. 

As the party delves deeper into the caverns, the air becomes foggy.

This fog is the product of a vast rust monster graveyard deep in the caverns.

Every hour, each target must make an easy Constitution saving throw. On a failure, exposed non-magical metal (armor, weapons, etc) take damage. For weapons, they get a cumulative -1 to hit/damage penalty. For armor, it’s a -1 cumulative AC penalty. Other items are destroyed.

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Gut Punch


The door pull is an iron fist.

Mechanical Trap

 

When the door pull is used, it punches the target.

A DC 12 Intelligence (Investigation) check reveals that the door pull is attached to a complex mechanical device inside the door.

When the door pull is used, it springs outwards and back quickly, punching the target. This is a +8 melee attack for 1d6 bludgeoning damage. If the target takes damage, they are also poisoned for 1 minute.

If the door pull is examined further, it can be opened with 3 successful DC 14 Intelligence (Investigation) checks in a row. However, any failure sets off the trap.

The trap can also be disarmed with a successful DC 16 Dexterity check with thieves’ tools. Failure sets off the trap.

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

Green with Envy


Several valuables are on display inside of a glass case.

Magical Trap

 

Anyone that handles a valuable becomes sick.

The case opens easily enough, either with a DC 8 Dexterity check with thieves’ tools or a DC 12 Dexterity (Sleight of Hand) check.

If any of the valuables are handled, the target must make a DC 16 Constitution saving throw. On a failure, the target becomes poisoned for 1 hour and gains a level of exhaustion. They also turn green for 1 hour. On a success, the target just turns green for 10 minutes.

A detect magic detects an aura of necromancy on the display case

A dispel magic dispels the trap for one hour but does not end any ongoing effects.

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

Don’t Get Greedy Chest


An iron-bound chest is bolted to the ground.

Mechanical Trap

 

The chest has a false bottom which activates the trap.

A DC 14 Intelligence (Investigation) check reveals that the grout in the tile floor is cracked in a 10′ square centered on the chest.

The chest requires a DC 14 Dexterity check with thieves’ tools to open. While opening the lock, a DC 18 Wisdom (Perception) check detects a small button in the tumblers. Once opened, there are a few books and coins inside, nothing of much value. 

A DC 12 Intelligence (Investigation) check detects that the bottom of the chest is higher than it should be. The bottom can be removed but it seems slightly stuck. The bottom is attached to a wire. When this wire is pulled (from removing the bottom) all targets in a 10′ square must make a DC 16 Dexterity saving throw. On a failure, the target falls into a 20′ spiked pit, taking 2d6 bludgeoning and 4d4+4 piercing damage.

The trap can be disarmed by pushing the button while unlocking it. This requires a separate DC 16 Dexterity check with thieves’ tools. Failure does not disarm the pit trap. If successful, a loud click is heard.

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

Fan the Flames


Parts of the floor are wet, and the parts that are not wet are on fire.

Magical Trap

 

If the wet parts of the floor are stepped on, a magical gust of wind fans the flames in the room.

A DC 12 Intelligence (Investigation) check reveals the puddles to be flammable oil.

If a flaming section of the floor is moved into, the target takes 1d4 fire damage. This is the only way to avoid the puddles.

The puddles start in the middle of the room. If a puddle is stepped on, a massive gust of wind blows through the room, causing the puddles to ignite in an inferno. All targets in the room take 8d6 fire damage and catch on fire. A DC 16 Dexterity check halves this damage and prevents the target from catching fire.

The flames in the room last for 1d4+1 rounds. Anyone that spends any part of their turn in the room takes 4d6 fire damage.

Any target on fire takes an additional 2d4 fire damage at the start of their turn. Putting out the fire requires an action and a successful DC 8 Dexterity (Acrobatics) check. A character may spend an action to put out the fire on another target.

A detect magic detects an aura of evocation on the floor.

A dispel magic prevents the wind from blowing in the room.

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

Bolt Chest


An iron-bound chest is bolted to the ground.

Mechanical Trap

 

A few of the bolts hide holes in which arrows fire at the target.

A DC 14 Intelligence (Investigation) check reveals that 1d4+2 of the bolts are fake.

The chest can be opened with a DC 16 Dexterity check with thieves’ tools. When the chest is opened, the target suffers a +8 ranged melee attack for (1d4+2)d8 piercing damage.

If a bolt is removed, the arrow can be removed with a successful DC 12 Dexterity check with thieves’ tools. On a failure, the trap is set off. Each arrow removed reduces the damage by d8.

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

A Little Push


A sturdy door is here.

Magical Trap

 

The door is locked from the outside and leads to a small closet. When opened, an invisible force pushes the target into the room and closes and locks the door.

The door is locked and requires a DC 16 Dexterity check with thieves’ tools to open. When the door is opened, the target must make a DC 18 Strength (Athletics) check or be pushed into the room where the door shuts and locks.

From the inside of the closet, there is no way to open or unlock the door, it must be done from the outside.

A detect magic detects an aura of evocation on the door.

A dispel magic (DC 17) disables the magic trap.

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

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