5e Traps

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See also: Trap Design (DnD Guideline), 5e SRD:Traps, 5e SRD:Traps in Play


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Please leave the "(5e Trap)" identifier in the page title when creating your new trap!


Traps

Trap Summary
Acid Sprayer A pressure plate that sprays a liquid.
Arc Axe An axe that is hidden around a corner, it swings upon the activation of a pressure plate.
Atlas Ceiling A room that one must hold up something above the path in order to cross.
Burning Box Flame throwing room. The classic.
Door of the Weak A door that is harder to open for the strong.
Fingerprick Cloning Pricks you finger, sends your DNA to a mad scientist who clones you and you need to fight yourself.
Flashbang A trap that by using magic to create intensive light, blinds creatures temporarily and stuns them psychologically
Freezeflame Fog A fog that is simultaneously scorching hot and freezing cold.
Identity Crisis Fume A magical mist that causes a temporary illusion concerning self.
Leechrune A magical rune that poisons a spellcaster's connections to The Weave.
Magical shadow ice trap A shadow that freezes all in it's grasp
Magnetic Floor A trap that pins opponents and their weapons to the ground.
Poison dart trap A wall trap that shoots poisoned darts
Roguesbane A fake trap with a trapdoor by the disarming mechanism.
Rust Chamber A trap that rusts openly carried metal.
Shrinking Cloud A cloud of gas that causes those caught within it to shrink.
Slamming Pillars Pillars designed to crush those that step on them against the ceiling.
Stasis Snare A trap that causes paralysis.
Statue of Thought A statue that will fire a beam of energy at anything nearby until it solves a puzzle.
Stone Trap a magic trap that turns people to stone
Stones of Betrayal Enchanted Stones that cause rampant paranoia in whoever touches them.
Swinging Log A log rigged to swing, impacting anything in its path.
The Floor is Lava Sand that turns to lava when stepped on.
Trap bowl a bowl with coins and a liquid
Wind Tunnel A hallway that can be blasted with wind, flinging players backward and potentially into hazards or other traps.


Incomplete

Traps with one or many improving, reviewing, or removing templates present. Please help work on the problem presented on the template.


See Also

To be Sorted

These need to be moved to their own pages.

Burning Box (DC 15 Investigation check, on a success the player notices a large array of pressure plate and pipes in the walls, DC 14 Perception check, the room stinks of gas.) Wedging something durable in the stone work will block the trap from activating, however there are multiple panels that will take time and multiple objects to hold up each panel (On average their are 10 panels), if the traps are not disabled a group must on average succeed a DC 14 Perception test and a DC 10 Acrobatics Check on a success the group makes their way easily through the trap on a fail the trap is triggered. If the trap is triggered, the room is ignited a creature must succeed a DC 18 Dexterity saving throw on a fail a creature takes 12 (2d12) fire damage or half as much on a success.


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