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Traps

The document outlines various traps with specific mechanics, including perception checks, saving throws, and damage effects. Each trap type, such as pit traps, bear traps, and arrow traps, has detailed instructions on how to spot, disarm, and escape them, along with the consequences of triggering them. The traps vary in complexity and damage, providing a range of challenges for players in a game setting.

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0% found this document useful (0 votes)
11 views5 pages

Traps

The document outlines various traps with specific mechanics, including perception checks, saving throws, and damage effects. Each trap type, such as pit traps, bear traps, and arrow traps, has detailed instructions on how to spot, disarm, and escape them, along with the consequences of triggering them. The traps vary in complexity and damage, providing a range of challenges for players in a game setting.

Uploaded by

hamburgian2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Pit trap

DC 15 perception to spot
DC 10 dex save to walk around/on the hinges
DC 15 thieves tools to disarm. If failed by 6 or more, the trap activates
If stepped on with 50/100/150 or more pounds, the pit trap will open and any people standing
over it will fall into the 20ft. hole and take 2d6 bludgeoning damage

Beartrap
DC 15 perception to spot if concealed
DC 10 dex save to walk around/on the same tile without activating
DC 15 thieves tools to disarm. If failed by 4 or more, the trap activates
DC 10 dex/strength save to escape the trap
If weight is put on the pan of the bear trap, it will snap shut, dealing 1d6 piercing damage to
whatever gets caught in the trap. The target is restrained, and can only be moved if the beartrap
can be moved.

Net trap
Tripwire activated
DC 15 perception to spot if concealed
No save to walk around/on the same tile without activating if the tripwire has been seen.
DC 15 thieves tools to disarm. If failed by the trap activates
DC 15 dex/strength save to escape the trap
If the tripwire is pulled, a net falls from the ceiling and any creature under the net needs to
succeed a DC 15 dex saving throw to not be caught in the trap. Any failed creature is restrained.
The net has an AC of 10 and 8 hitpoints

Pressure plate activated


DC 15 perception to spot
DC 10 dex save to walk around/on the hinges
DC 15 thieves tools to disarm. If failed by 4 or more, the trap activates
DC 15 dex/strength save to escape the trap
If stepped on with 50/100/150 or more pounds,a net falls from the ceiling and any creature
under the net needs to succeed a DC 15 dex saving throw to not be caught in the trap. Any
failed creature is restrained. The net has an AC of 10 and 8 hitpoints

Net trap (lift)


Pressure plate activated
DC 15 perception to spot
DC 10 dex save to walk around/on the hinges
DC 15 thieves tools to disarm. If failed by 4 or more, the trap activates
DC 15 dex/strength save to escape the trap
If stepped on with 50/100/150 or more pounds, a net falls from the ceiling and any creature
under the net needs to succeed a DC 15 dex saving throw to not be caught in the trap. Any
failed creature is restrained.The net has an AC of 12 and 14 hitpoints. The net is immediately
raised back up 20/30/40ft into the air. Any creature that falls from the net trap to the floor takes
20/30/40 bludgeoning damage.

Arrow trap
Pressure plate activated
DC 15 perception to spot
DC 15 thieves tools to disarm. If failed by 6 or more, the trap activates
If stepped on, an arrow comes flying out of the wall. The target has to make a DC 15/16/18 dex
saving throw to not be hit by the arrow. Any target hit by the trap takes 2d4 or 1d6 piercing
damage. The trap can fire 6 arrows before jamming/running out.

Swinging blade trap


Tripwire activated
DC 15 perception to spot if concealed
No save to walk around/on the same tile without activating if the tripwire has been seen.
DC 15 thieves tools to disarm. If failed the trap activates
If activated, a massive swinging blade comes flying from the crevasse in the floor/wall/ceiling.
Any target in the line of danger created by this blade needs to make a DC 15/16/18 dex saving
throw. On a fail, the target takes 2d10+4 or 4d6 slashing damage. On a success, the target
takes half damage. On a success by 4 or more, the target takes no damage. The blade keeps
swinging in intervals of 6 seconds for a minute, at which point the trap resets. Any creature
standing on the danger line at the end of their turn is treated as if it activated the trap again
(without resetting the timer) and is ‘attacked’ by the swinging blade.

Pressure plate activated


DC 15 perception to spot
DC 10 dex save to walk around/on the hinges
DC 15 thieves tools to disarm. If failed by 4 or more, the trap activates
If activated, a massive swinging blade comes flying from the crevasse in the floor/wall/ceiling.
Any target in the line of danger created by this blade needs to make a DC 15/16/18 dex saving
throw. On a fail, the target takes 2d10+4 or 4d6 slashing damage. On a success, the target
takes half damage. On a success by 4 or more, the target takes no damage. The blade keeps
swinging in intervals of 6 seconds for a minute, at which point the trap resets. Any creature
standing on the danger line at the end of their turn is treated as if it activated the trap again
(without resetting the timer) and is ‘attacked’ by the swinging blade.
Noise Trap
Tripwire activated
DC 15 perception to spot if concealed
No save to walk around/on the same tile without activating if the tripwire has been seen.
DC 15 thieves tools to disarm. If failed, the trap activates
If the tripwire is pulled, a loud object is manipulated in such a way that it makes a loud noise, i.e.
a bundle of glass bottles is dropped from the ceiling, shattering on the floor and creating a loud
noise.

Pressure plate activated


DC 15 perception to spot
DC 10 dex save to walk around/on the hinges
DC 15 thieves tools to disarm. If failed by 4 or more, the trap activates
If stepped on with 50/100/150 or more pounds, a loud object is manipulated in such a way that it
makes a loud noise, i.e. a bundle of glass bottles is dropped from the ceiling, shattering on the
floor and creating a loud noise.

Boulder trap
Tripwire activated
DC 15 perception to spot if concealed
No save to walk around/on the same tile without activating if the tripwire has been seen.
DC 15 thieves tools to disarm. If failed, the trap activates
If the tripwire is pulled, a 10ft boulder is dropped or released in a certain area, rolling 40/50ft
every initiative count 20 in a direction until it hits a wall. If it rolls through the tripwire, it activates
and destroys the tripwire so it can’t activate again. If it rolls over anything it cannot destroy, it
deals 5d8+10 bludgeoning damage.

Pressure plate activated


DC 15 perception to spot
DC 10 dex save to walk around/on the hinges
DC 15 thieves tools to disarm. If failed by 4 or more, the trap activates
If stepped on with 50/100/150 or more pounds, a 10ft boulder is dropped or released in a certain
area, rolling 40/50ft every initiative count 20 in a direction until it hits a wall. If it rolls through the
tripwire, it activates and destroys the tripwire so it can’t activate again. If it rolls over anything it
cannot destroy, it deals 5d8+10 bludgeoning damage.
Tripwire bomb trap
DC 15 perception to spot if concealed
No save to walk around/on the same tile without activating if the tripwire has been seen.
DC 15 thieves tools to disarm. If failed, the trap activates
If the tripwire is activated, a nearby concealed bomb is activated and explodes with a 10/15/20ft
radius. Each target in the radius must make a DC 15 dexterity saving throw. On a failed save,
the target takes 4d6 fire damage. On a successful save, the target takes half damage.

Signal Trap
Tripwire activated
DC 15 perception to spot if concealed
No save to walk around/on the same tile without activating if the tripwire has been seen.
DC 15 thieves tools to disarm. If failed, the trap activates
If the tripwire is pulled, a mechanism is activated that creates a big visual (and/or audible) signal
that alerts nearby creatures. This could take the form of magical fireworks/flares, or a bright light
suddenly going off.

Pressure plate activated


DC 15 perception to spot
DC 10 dex save to walk around/on the hinges
DC 15 thieves tools to disarm. If failed by 4 or more, the trap activates
If stepped on with 50/100/150 or more pounds, a mechanism is activated that creates a big
visual (and/or audible) signal that alerts nearby creatures. This could take the form of magical
fireworks/flares, or a bright light suddenly going off.

Spell Rune
DC 15 perception to spot if concealed
No save to walk around/on the same tile without activating if the tripwire has been seen.
DC 15 arcana check to disarm.
If the trigger for the spell rune is met, the spell will cast
Example:
“If a living creature walks within a 5ft line with a length of 15ft. of the spell rune, the rune will
activate and cast burning hands, facing the creature that triggered the rune. The spell DC is 15”

Simple oil trap


DC 12 perception to spot
DC 10 dex save to to sneak by without disturbing the oil pot
If disturbed, or destabilized, the oil pot is knocked over spilling oil in a 15ft cube centered on it.
Any creature in the oil range must succeed a DC 18 dexterity saving throw or be covered in
flammable oil. Any creature in the center of the 15ft square that fails the saving throw takes 1d4
bludgeoning damage as the oil pot falls onto the creature. Any oil covered creature takes 1d4
more fire damage whenever they have the burning condition. If the oil is washed (off) with non-
flammable liquid or burned for more than 1 minute, it no longer burns and it loses its properties
Example - set up on the top of a half-opened door, so that when the door is opened, the oil pot
is knocked over and triggers.

Simple Tree Sap Trap


DC 13 perception to spot
If triggered the oil pot is knocked over spilling tree sap in a 15ft cube centered on it. Any
creature in the sap range must succeed a DC 18 dexterity saving throw or be covered in tree
sap. If the creature that triggers the trap fails the saving throw, they take 1d4 bludgeoning
damage as the sap pot falls onto the creature. Any sap covered creature tracks flammable sap
behind them. The sap can be washed off or burned.

Simple fire trap


DC 13 perception to spot
DC 10 dex save to to sneak by without disturbing the fire trap
If disturbed, or destabilized, the wizard phosphorus bottle is knocked over and breaks, igniting a
15ft square centered on it. Any creature in the fire range must succeed a DC 18 dexterity saving
throw or take 1d6 fire damage. Any creature in the range, regardless of success on the saving
throw, receives the burning condition.
Example - set up on the top of a barely-opened door, so that when the door is opened, the
wizard phosphorus bottle is knocked over, falls, breaks, and thus triggers.

Blabberbout
DC 16 perception to spot if hidden in mycelium
DC 10 stealth check to walk on without triggering
DC 15 thieves tools or nature check to disarm. If failed by 4 or more, the trap activates

If the mycelium below the blabberbout mushroom is stepped on, the mycelium will send a signal
to the blabberbout to drop and explode on the player. Any player within 5ft of the blabberbout
when it explodes must make a DC 12 dexterity saving throw.
Success: Target takes 2d4 acid damage halved
Fail: Target takes 2d4 acid damage, and must make a DC 15 charisma saving throw
Success: nothing happens
Fail: The target begins to blabber and yap words, phrases, and gibberish of no meaning. This is
effect lasts for 1 minute. The affected creature also cannot take their bonus action or free action,
and they receive the frightened condition, (for determining what frightens the creature, it is
itself.) The creature can repeat the saving throw at the end of each of its turns.

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