Trap Generator

Trap Generator


Falling Door Trap

This trap is activated when a creature touches its surface, which causes the false door to fall forward onto anyone in front of it.

Effect: Targets any creature that touches it, DC 10 DEX save or take 5 (1d10) bludgeoning damage and knocked prone.

Trigger: touch trigger, activates when surface is touched by a creature.

Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the surface. A successful dispel magic (DC 10) cast on the surface destroys the trap.

Damaging the door causes the trap to trigger. A crowbar or iron wedge can be used from the side to tip over the door safely.

Thunderclap Trap

A trigger is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key releases the spell stored within the trapped object.

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

Trigger: lock trigger, activates when opened without the proper key.

Countermeasures: A successful DC 15 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the trigger. A successful DC 10 Dexterity check using thieves' tools disarms the trap, removing the trigger from the lock. Unsuccessfully attempting to pick the lock triggers the trap.

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

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)2 (1d4)7 (2d4)
Small (chest, lute)5 (1d6)13 (3d6)
Medium (barrel, chandelier)2 (1d8)16 (4d8)
Large (cart, 10x10 ft. window)5 (1d10)21 (5d10)

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