************************************** TRAPS ************************************** From DMG, p. 120, and other sources... ~~~~~~~~~~~~~~~~~~~~~~~~~~~ FALLING: Damage is bludgeoning if hitting hard surface, piercing if landing on spikes. * no damage ... 9 feet or less * 3 (1d6) damage ... 10 to 19 feet (quickly dug pit, height of hill/fire/frost giant) * 7 (2d6) damage ... 20 to 29 feet (pit trap, height of Huge creature, cloud/storm giant) * 10 (3d6) damage ... 30 to 39 feet (common castle wall) * 14 (4d6) damage ... 40 to 49 feet (height of tall gargantuan creature) * 17 (5d6) damage ... 50 to 59 feet * 21 (6d6) damage ... 60 to 69 feet (spruce tree) * 24 (7d6) damage ... 70 to 79 feet * 28 (8d6) damage ... 80 to 89 feet * 31 (9d6) damage ... 90 to 99 feet (oak tree) * 35 (10d6) damage ... 100 to 109 feet (height of tall colossal creature, redwood tree) * 38 (11d6) damage ... 110 to 119 feet (top of mast on tall sailing ship) * 42 (12d6) damage ... 120 to 129 feet * 45 (13d6) damage ... 130 to 139 feet * 49 (14d6) damage ... 140 to 149 feet * 52 (15d6) damage ... 150 to 159 feet * 56 (16d6) damage ... 160 to 169 feet * 59 (17d6) damage ... 170 to 179 feet * 63 (18d6) damage ... 180 to 189 feet * 66 (19d6) damage ... 190 to 199 feet * 70 (20d6) damage ... 200 feet or more (maximum damage) HUMAN-SIZED ADULT SPEED TO FALL DISTANCE * 1 second ... 15 feet (15 ft. per second) * 2 seconds ... 60 feet (30 ft. per second) * 3 seconds ... 140 feet (45 ft. per second) * 4 seconds ... 240 feet (60 ft. per second) * 5 seconds ... 365 feet (75 ft. per second) * 6 seconds (one round) ... 500 feet (90 ft. per second) * 12 seconds (two rounds) ... 1,480 feet (175 ft. per second) ~~~~~~~~~~~~~~~~~~~~~~~~~~~ SIMPLE PIT (mechanical trap) A large cloth put over a 10-foot-deep hole dug into the ground. * Trigger: Stepping over the 5-foot x 5-foot or 10-foot x 10-foot area. * Detect: DC 10 Wisdom (Perception) notices the edges of the cloth. * Disable: Moving the cloth reveals the pit, no check needed. * Effect (quick 10-19 ft. deep): 3 (1d6) bludgeoning damage; DC 10 Dexterity save or land prone. * Effect (standard 20-29 ft. deep): 7 (2d6) bludgeoning damage; DC 20 Dexterity save or land prone. HIDDEN PIT/TRAPDOOR (mechanical trap) Spring-loaded trapdoor designed to match look of surrounding floor. Trapdoor closes and locks shut immediately after opening. * Trigger: Varies, either by weight as for simple pit or by touching/moving an adjacent object. * Detect: DC 15 Wisdom (Perception) notices the seams of the trapdoor. * Disable: DC 20 Strength check needed to pry open trapdoor cover, then DC 15 Dexterity (Thieves' Tools) lodges/spoils the spring mechanism. * Effect (quick 10-19 ft. deep): 3 (1d6) bludgeoning damage; DC 10 Dexterity save or land prone. * Effect (standard 20-29 ft. deep): 7 (2d6) bludgeoning damage; DC 20 Dexterity save or land prone. * Effect (castle wall height 30-39 ft. deep): 10 (3d6) bludgeoning damage; DC 20 Dexterity save or land prone. + PIT WITH SPIKES As above, but add 11 (2d10) piercing damage from iron spikes at the bottom. + PIT WITH POISONED SPIKES As above with 11 (2d10) piercing damage from iron spikes, plus 22 (4d10) poison damage (DC 13 Constitution saving throw for half poison damage). + PIT FULL OF ACID * Change Detect to DC 10 Wisdom (Perception), advantage to any creature with Keen Smell. * Effect: Ignore falling damage but victims take 7 (2d6) acid damage at the start of each turn until making a DC 15 Athletics (Climbing) check to escape. Others outside the pit dropping down rope give climbers advantage on their Athletics check to get out. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ COLLAPSING ROOF (mechanical trap) Trip wire collapses the supports keeping an unstable section of a ceiling in place. * Trigger: The trip wire is 3 inches off the ground and stretches between two support beams. * Detect: DC 10 Wisdom (Perception). * Disable: DC 15 Dexterity (Thieves' Tools) or DC 20 Dexterity (untrained). Fail triggers trap; can also be easily triggered on purpose. * Effect: Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. * Aftermath: The floor of the area is filled with rubble and becomes difficult terrain. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ FALLING NET (mechanical trap) Trip wire releases a net suspended from the ceiling. * Trigger: The trip wire is 3 inches off the ground and stretches between two columns or trees. * Detect: DC 10 Wisdom (Perception) notices the tripwire and net. * Disable: DC 15 Dexterity (Thieves' Tools) or DC 20 Dexterity (untrained). Fail triggers trap; can also be easily triggered on purpose. * Effect: The net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. * Aftermath: A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section. + FALLING CAGE: As falling net, but DC 20 Strength check to lift it and escape. The cage has AC 14 and 40 hit points, plus resistance to slashing damage and immunity to piercing damage. Dealing 10 bludgeoning damage to the cage (AC 12) destroys a 5-foot-square section of it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ FIRE-BREATHING STATUE/FLAME JET (magic trap) Pressure plate causes gout of flame from nearby statue or design on wall. * Trigger: Pressure of 20 lbs. or more on 5-foot square area. * Detect: DC 15 Wisdom (Perception). Detect Magic automatically reveals area of evocation magic. * Disable: DC 15 Dexterity (Thieves' Tools) puts wedge under plate, or Dispel Magic (DC 13 spellcasting roll). * Effect: Each in 30-foot cone takes 22 (4d10) fire damage, DC 13 Dexterity save for half damage. * Variations: Instead of fire damage, the trap sprays acid or discharges lightning. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ SHOOTING MISSILES (mechanical trap) A spring-loaded device fires sharp projectiles (arrows, crossbow bolts, a spear) at a specific spot up to 30 feet away. * Trigger: Either pressure of 20 lbs. or more on 5-foot square area, or opening a door. * Detect: DC 15 Intelligence (Investigation) notices holes in the wall. * Disable: DC 15 Dexterity (Thieves' Tools) puts wedge under plate. Also, anything covering the holes will block the missiles. * Effect: +8 attack, hit piercing damage based on weapon: arrow or spear (1d6), light crossbow (1d8), heavy crossbow (1d10). ~~~~~~~~~~~~~~~~~~~~~~~~~~~ POISONED DARTS (mechanical trap) Pressure plate causes spring-loaded or pressurized darts to fire at a specific spot. * Trigger: Pressure of 20 lbs. or more on 5-foot square area. * Detect: DC 15 Intelligence (Investigation) notices holes in the wall. * Disable: DC 15 Dexterity (Thieves' Tools) puts wedge under plate. Also, anything covering the holes will block the darts. * Effect: +8 attack versus random creatures in targeted area, doing 2 (1d4) piercing damage and 11 (2d10) poison damage (DC 15 Constitution save for half poison damage). ~~~~~~~~~~~~~~~~~~~~~~~~~~~ POISON NEDDLE (mechanical trap) A 3-inch needle into a lock to harm those attempting to open or lockpick the lock. * Trigger: Opening the container or failing a Dexterity (Thieves' Tools) with the lock. * Detect: DC 20 Intelligence (Investigation) notices the needle trap in the lock. * Disable: DC 15 Dexterity (Thieves' Tools) bends the needle out of harm's way. * Effect: 11 (2d10) poison damage and suffer the poisoned condition for 1 hour. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ LOWERING CEILING (mechanical trap) The ceiling slowly lowers to crush anyone in the room. Doors into the room automatically close and lock unless spiked open prior to triggering the trap. * Trigger: Pressure of 20 lbs. or more on 5-foot square area, or moving a specific object. * Detect: DC 15 Wisdom (Perception) notices the pressure plate and/or scrapes on the walls. * Disable: DC 15 Dexterity (Thieves' Tools) wedges the plate or spikes the ceiling. * Effect: Starting at 10 feet height, the ceiling lowers 2 feet every round. After 4 rounds, those inside must drop prone and crawl. After the 5th round, those still in the room take 55 (10d10) bludgeoning damage until they escape or are killed. * Aftermath: Once everything in the room is crushed, 1 minute later the ceiling begins to rise back up at 2 feet per round until reaching its original height. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ GLYPH OF WARDING (magical trap) The 3rd level spell, typically requiring a spellcaster of 5th level or greater to create. The glyph can cover one object or a surface no larger than 10 feet in diameter * Trigger: Anything the caster wants (touching or stepping on glyph, being a certain kind of creature within a distance, etc.). * Detect: DC 15 Intelligence (Investigation) check to sense the aura or see edges of the nearly invisible symbol. * Disable: Cast Dispel Magic spell. * Effect: Various based on caster's wishes... * Effect (Explosive Runes): All creatures in 20-foot-radius sphere suffer 22 (5d8) acid, lightning, fire, cold or thunder damage. DC 15 Dexterity saving throw for half damage. * Effect (Spell): Triggers a spell of 3rd level or less. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ WATER FILLING THE ROOM (mechanical trap) Hidden pipes fill the 8-foot-tall room with water to drown all within. Doors into the room automatically close and lock unless spiked open prior to triggering the trap. Mainly a nuisance, it becomes deadly if a monster that doesn't require breathing is also trapped in the room. * Trigger: Pressure of 20 lbs. or more on 5-foot square area, or moving a specific object. * Detect: DC 15 Intelligence (Investigation) notices pipe openings in the wall/ceiling. * Disable: DC 15 Dexterity (Thieves' Tools) foils the trigger mechanism if found, or DC 20 Dexterity (Thieves' Tools) attempt each round to unlock any exit from the room. * Effect: Varies by round. Water's initiative count matches whoever triggered trap * Effect (Round 1): Water suddenly begins pouring into the room. Those carrying flame-based light sources (candles, torches, lanterns) must DC 10 Dexterity Save or lose light source. * Effect (Round 2): Water is 2-feet deep, making the room difficult terrain for Small creatures. * Effect (Round 3): Water is 4-feet deep, making the room difficult terrain for Medium creatures. * Effect (Round 4): Water is 6-feet deep, making the room difficult terrain for Large creatures. Small creature unable to swim (due to heavy armor or other reason) begin drowning. * Effect (Round 5): All creatures trapped in the room are submerged. Ability checks and attack rolls are made at disadvantage. * Drowning Rules: Creature hold their breath based on their Constitution modifiers, after which their hit points automatically drop to 0. Holding breath... * Constitution 7 or less: 30 seconds (5 rounds) * Constitution 8 to 9: 1 minute (10 rounds) * Constitution 10 to 11: 2 minutes (20 rounds) * Constitution 12 to 13: 3 minutes (30 rounds) * Constitution 14 to 15: 4 minutes (40 rounds) * Constitution 16 to 17: 5 minutes (50 rounds) * Constitution 18 to 19: 6 minutes (60 rounds) * Constitution 20 to 21: 7 minutes (70 rounds) MAKING IT WORSE: In Round 3, trapdoors at the bottom of one wall open to release quippers (giant piranha-like fish)... SWARM OF QUIPPERS Medium swarm of Tiny beasts, Unaligned (source: Monster Manual) AC: 13; HP: 28 (8d8-8); SPD: 0 ft., swim 40 ft.; STR: 13 (+1); DEX: 16 (+3); CON: 9 (-1); INT: 1 (-5); WIS: 7 (-2); CHA: 2 (-4); DMG RESIST: bludgeoning, piercing, slashing; COND IMMUNE: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned; SENSES: darkvision 60 ft., passive Perception 8; CR 1 TRAITS * Blood Frenzy: The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. * Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. * Water Breathing: The swarm can breathe only underwater. ACTIONS * Bites: Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. ...or a skeleton... SKELETON Medium undead, Lawful Evil (source: Monster Manual) AC: 13 (armor scraps); HP: 13 (2d8+4); SPD: 30 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 15 (+2); INT: 6 (-2); WIS: 8 (-1); CHA: 5 (-3); Damage Vulnerabilities: bludgeoning; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 9; LANG: understands all languages it spoke in life but can't speak; CR 1/4 ACTIONS * Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ ROLLING SPHERE (mechanical trap) A 10-foot diameter ball of solid stone drops from the ceiling and rolls down a corridor. * Trigger: Pressure of 20 lbs. or more on 5-foot square area, or moving a specific object. * Detect: DC 10 Wisdom (Perception) notices the trapdoor and the pressure plate. * Disable: DC 15 Dexterity (Thieves' Tools) lodges the pressure plate/spoils the spring mechanism. * Effect: All roll for Initiative; the sphere automatically gets an 18. On its turn, it rolls 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. * Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone. * As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ SYMBOL (magical spell) The 7th level spell, typically requiring a spellcaster of 13th level or greater to create. The symbol can cover one object or a surface no larger than 10 feet in diameter * Trigger: Anything the caster wants (touching or stepping on glyph, being a certain kind of creature within a distance, etc.). * Detect: DC 18 Intelligence (Investigation) check to sense the aura or see edges of the nearly invisible symbol. * Disable: Cast Dispel Magic spell and succeed at DC 17 spellcasting check. * Effect: Caster chooses one of the following effects... * Effect (Death): 55 (10d10) necrotic damage, DC 18 Constitution saving throw for half damage. * Effect (Discord): DC 18 Constitution saving throw. On fail, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. * Effect (Fear): DC 18 Wisdom saving throw. On fail, target frightened for 1 minute and drops whatever it is holding while moving at least 30 feet away from the glyph on each of its turns, if able. * Effect (Hopelessness): DC 18 Charisma saving throw. On fail, target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects. * Effect (Insanity): DC 18 Intelligence saving throw. On fail, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic. * Effect (Pain): DC 18 Constitution saving throw. On fail, target is incapacitated with excruciating pain for 1 minute. * Effect (Sleep): DC 18 Wisdom saving throw. On fail, target falls unconscious for 10 minutes. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake. * Effect (Stunning): DC 18 Wisdom saving throw. On fail, target becomes stunned for 1 minute. A stunned creature is incapacitated (can't take actions or reactions), can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ IMPROVISING DAMAGE * 1d10 ... Burned by coals, hit by a falling bookcase, pricked by a poison needle * 2d10 ... Being struck by lightning, stumbling into a fire pit * 4d10 ... Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid * 10d10 ... Crushed by compacting walls , hit by whirling steel blades, wading through a lava stream * 18d10 ... Being submerged in lava , being hit by a crashing flying fortress * 24d10 ... Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster ~~~~~~~~~~~~~~~~~~~~~~~~~~~ CUSTOMIZING TRAPS TRAP TRIGGER (1d6) * 1 ... Stepped on (floor, stairs) * 2 ... Moved through (doorway, hallway) * 3 ... Touched (doorknob, statue) * 4 ... Opened (door, treasure chest) * 5 ... Looked at (mural, arcane symbol) * 6 ... Moved (cart, stone block) NOTICE & COUNTERMEASURES ON TRAPS * Primitive: Perception to note trigger, Dexterity or Strength check to disable. * Mechanical: Perception to note trigger, Dexterity (thieves' tools) to disable and remove. * Magical: Insight to note trigger, Intelligence (Arcana) to permanently disable. TRAP PURPOSE (1d12) * 1 to 2 ... Alarm Only (silently magically alerts guards who arrive in 1d4 rounds) * 3 to 4 ... Setback (+4 attack: arrow/spear trap, bear trap) * 5 to 6 ... Setback (DC 11 save: pit, falling rocks, or cantrip effect runes) * 7 to 8 ... Dangerous (+7 attack: swinging blades) * 9 to 10 ... Dangerous (DC 13 save: crushing walls/ceiling or minor spell effect runes) * 11 ... Dangerous (+10 attack: multiple shots at target) * 12 ... Dangerous (DC 18 save: collapsing ceiling or major spell effect runes) DAMAGE (CHARACTERS LEVEL 1 TO 4) * Trap, setback: 5 (1d10) damage. * Trap, dangerous: 11 (2d10) damage. * Trap, deadly: 22 (4d10) damage. DAMAGE (CHARACTERS LEVEL 5 TO 10) * Trap, setback: 11 (2d10) damage. * Trap, dangerous: 22 (4d10) damage. * Trap, deadly: 55 (10d10) damage. DAMAGE (CHARACTERS LEVEL 11 TO 16) * Trap, setback: Save DC 11 or attack bonus +4; 22 (4d10) damage. * Trap, dangerous: Save DC 13 or attack bonus +7; 55 (10d10) damage. * Trap, deadly: Save DC 18 or attack bonus +10; 99 (18d10) damage. DAMAGE (CHARACTERS LEVEL 17 TO 20) * Trap, setback: Save DC 11 or attack bonus +4; 55 (10d10) damage. * Trap, dangerous: Save DC 13 or attack bonus +7; 99 (18d10) damage. * Trap, deadly: Save DC 18 or attack bonus +10; 132 (24d10) damage. CANTRIP (1d4) * 1 ... Blast (Minor): One subject within 60 feet takes damage of any one type (except force). * 2 ... Daze: One subject within 60 feet incapacitated for 1 minute, save end of turn to end. * 2 ... Light: One non-living object within 5 feet sheds bright light in 20-foot radius, then dim light for another 20-feet, for 1 hour. * 3 ... Wind (Minor): Gusts in one direction out to 30 feet, makes one subject in range must make a Strength saving throw or be pushed back 5 feet. MINOR SPELL EFFECTS (1d10) * 1 ... Bane: One subject within 30 feet subtracts 1d4 from attack rolls and saving throws for 1 minute. * 2 ... Blast: One subject within 60 feet takes damage of any one type (except force). * 3 ... Charm: One subject regards one creature as a friendly acquaintance for one hour. * 4 ... Command: One subject obeys order for 1 round: approach, drop, flee, grovel or halt. * 5 ... Entangle: 20-foot area becomes difficult terrain, any within must Strength check (DC) or be restrained, lasts 1 minute. * 6 ... Flash: Creatures within 15-foot cone blinded for 1 round, save end of each turn to end. * 7 ... Fog: 20-foot radius area heavily obscured for up to 1 hour. * 8 ... Missiles: Causes force damage divided among one, two or three creatures within 120 feet. * 9 ... Sleep: (damage x 2) hit points worth of creatures within 20 feet fall asleep for 1 minute. * 10 ... Sicken: One subject takes poison damage and is poisoned until next turn. MODERATE MAGICAL EFFECTS (1d20) * 1 ... Beam: All within a 5-foot square take radiant damage, area filled with dim light and remains hazardous for 1 minute. * 2 ... Blades: 5-foot cube fills with blades doing slashing damage to any within or entering. * 3 ... Bind: One subject within 60 feet restrained for 1 minute, save end of each turn to end. * 4 ... Blast: Causes (1d4) (1) acid, (2) cold, (3) fire or (4) lightning damage to all creature within 20 feet. * 5 ... Blind: One subject within 30 feet is blind for up to 1 minute. * 6 ... Darkness: 15-feet area plunged into darkness; darkvision and nonmagical light useless. * 7 ... Deafen: One subject within 30 feet is deafened for up to 1 minute. * 8 ... Heat Metal: One metal object (weapon, armor) glows hot doing fire damage per round when touched for 1 minute. * 9 ... Madness: One subject attacks a random creature (enemy or ally) each round for 1 minute, save end of each turn to end. * 10 ... Magic Mouth: Vocalizes up to 25 words at any volume (no damage). * 11 ... Paralyze: One subject paralyzed for 1 minute, save end of each turn to end. * 12 ... Phantasm: One subject within 60 feet only perceives a false reality for up to 1 minute. * 13 ... Ray: Causes (1d4) (1) acid, (2) cold, (3) fire or (4) lightning damage to one creature within 120 feet. * 14 ... Shatter: All within 10 feet take thunder damage, and non-magical items worn or carried also take damage. * 15 ... Shrink: One subject is reduced by half size, suffering disadvantage on Strength checks and saving throws and weapons do 1d4 less damage (min. 1), for 1 minute. * 16 ... Suggestion: One subject obeys a one-sentence order for up to 8 hours. * 17 ... Teleport: One subject teleported to a specific location within 30 feet. * 18 ... Truth: No creature within a 15-foot radius speak a deliberate lie for 10 minutes. * 19 ... Web: 2-foot cube becomes difficult terrain, lightly obscured and any within must Strength check (DC) or be restrained until next turn, lasts 1 hour. Web may be burned away at 5-foot cubes per round, causing 5 (2d4) fire damage to those restrained within cube. * 20 ... Wind (Major): Strong gusts in one direction out to 60 feet, makes movement cost double for 1 minute, and those in range must make a Strength saving throw or be pushed back 15 feet.