Trap Generator

Trap Generator


Sacred Flame Trap

This trap uses a trip wire that releases the spell stored within the trapped object.

Effect: +5 to hit against one target, Casts Sacred Flame centered on the trigger with a DC of 10 (if relevant)

Trigger: trip wire, activates when wire is tripped.

Countermeasures: A successful DC 20 Wisdom (Perception) check will spot the trip wire, and a DC 10 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

Casting dispel magic (DC 10) on the trap will cancel the stored spell.

Web Trap

A door knocker is part of a mechanism that triggers when the knocker is rotated and causes webbing to shoot out of small holes in the walls, sticking to anyone in the area.

Effect: Targets all creatures within a 20 ft. square area, webs shoot out and fill the area, DC 10 DEX save or restrained until a DC 10 STR save is made to break them free.

Trigger: knocker, activates when the knocker on a locked door is used.

Countermeasures: A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the knocker to accommodate the trigger. A successful DC 10 Dexterity check using thieves' tools disarms the trap, removing the trigger from the knocker. Unsuccessfully attempting to modify the knocker triggers the trap.

The webs can be set on fire to burn them away. Any creature within the burning webs takes 7 (2d4) damage per turn. Plugging the holes with cloth or other material will prevent the webbing from firing.

Destroying Traps

Traps can be damaged and destroyed, sometimes to good or bad effect. Pipes containing fire or poison will rupture and spray over the area, while mechanisms can be rendered inoperable with enough force. Determine the HP and AC of your traps based on the tables below. Sometimes a fragile trap is more dangerous than a resilient one if destroying it will fill the corridor with acid.

Cloth, paper, rope11
Crystal, glass, ice13
Wood, bone15
Iron, steel19
SizeHP (Fragile)HP (Resilient)
Tiny (bottle, lock)1 (1d4)4 (2d4)
Small (chest, lute)2 (1d6)12 (3d6)
Medium (barrel, chandelier)4 (1d8)12 (4d8)
Large (cart, 10x10 ft. window)8 (1d10)33 (5d10)

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