Chaos Crystal (5e Trap)
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Chaos Crystal[edit]
Magical
Choose a large ruby, diamond, or other rare carved gemstone. The gemstone sits on top of a pedestal. A creature may make a Arcana check with a DC of 15 to discover that it is not just a gemstone. It creates a 30 feet sphere of chaos magic. Roll a D8 to determine the effect randomly, or choose an effect from the table below. The effect ends if dispel magic is used, or the gemstone is shattered. A creature who breaks the crystal is cursed with a 5 foot sphere of (the crystals effect) around them until they complete a long rest.
d8 | Effect |
---|---|
1 | Wild Magic |
2 | Limbo |
3 | Gateway |
4 | Transmutation |
5 | Form is Irrelevant |
6 | Elemental Chaos |
7 | Spell Aura |
8 | Roll twice more to choose 2 effects |
Polymorph forms are chosen at random unless the effect says that the creature cast the spell on itself.
Wild Magic[edit]
Within this aura, every initiative of 10, or every five seconds out of combat, roll a D100 to choose a Wild Magic effect from the sorcerer Wild Magic Surge table(PHB pg. 104), or from another random table of your choice.
Limbo[edit]
The area within the aura is constantly changing... The zone within the aura follows the Limbo plane rules(DMG pgs. 61-62).
Gateway[edit]
Every D4 rounds, or every 30 seconds out of combat, a dimensional shift occurs. Roll a D4 to determine the effect:
- Roll to choose a random creature to summon within the range. That creature disappears if it leaves the range or if the effect ends.
- Roll a D4. Starting from the crystal and going outwards, choose creatures to warp to a random area within 30 feet, going to the number rolled.
- Open a portal to a random plane of existence. The portal disappears after D20 minutes.
- Every creature in the aura's range is teleported into a miniature demiplane inside the crystal. Each creature is shrunken to fit inside a small area inside the crystal, which becomes 20 feet for them. Each turn a creature spends inside the demiplane, they can make a DC 20 Charisma check to escape, in which they a teleported back to their starting location outside the crystal, and over the course of D12 Hours, they steadily grow back to their normal size, equipment included. If the crystal is shattered then, each creature inside the crystal regains its size over D20 Hours.
Transmutation[edit]
Every D6 Rounds, or one minute out of combat, a wave of transmutation occurs. Roll a D8 to determine the effect:
- reduce.
- enlarge.
- jump.
- polymorph.
- Any non-worn or carrier object animated.
- fly.
- Triple creatures' base walking speed.
- Reroll twice to do a combination effect. All of these spells/effects affect all creatures in the radius for D8 Rounds. If a creature leaves the radius of the aura, the effects end immediately.
Form is Irrelevant[edit]
A creature within the aura can use their action to transform. Roll a D4 to determine the effect:
- The creature becomes a shapeless blob and takes D10 acid damage.
- The creature can cast polymorph and choose their form, or enlarge/reduce themselves.
- The creature can cast any transmutation spell on themselves. A creature transformed by any of these effects can use a bonus action to return to normal form.
- Roll a D4 to determine the effect:
Elemental Chaos[edit]
A storm of elements rages in the aura. Every D4 rounds, roll a D4 to determine the effect:
- A random Elemental is summoned.
- All creatures in the radius take D8 damage. Randomly choose damage from fire, cold, or bludgeoning.
- A flood of elemental power floods the radius. Randomly choose a effect from a tidal wave, a set stone spikes, a blazing fire, or a icy tornado to form within the aura.
- D4 Creatures in the aura become temporary quazite elementals. They stay this way until they leave the aura.
Spell Aura[edit]
Choose a random spell. Any creatures that enter the area are afflicted by it, or, if it is a area spell (like cloud of daggers, or meteor swarm), it stays active in the zone permanently, or until the crystal is destroyed,
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