Page 116 - DnD 5e - Xanathar's Guide to Everything
P. 116
Trigger. A trip wire strung across a hallway is rigged S CYT H I NG B LADE
to a large net. If the trip wire is broken, the net falls on Simple trap (level 5- 10, dangerous threat)
intruders. An iron bell is als o rigged to the trip wire. It This trap uses moving blades that sweep down through
rings when the trap activates, alerting nearby guards.
a chamber, threatening anyone nearby. Typically, a
Effect. A net covering a 10-foot-by-10-foot a rea cen-
scything blade trap is activated by manipulating a lever
tered on the trip wire falls to the floor as a bell rings. or some other s imple device. Kobolds especially like this
Any creature fully within this area must s ucceed on a kind of trap, since it can take down bigger creatures.
DC 15 Dexterity saving throw or be restrained. A crea-
Trigger. When the lever is pulled, the trap activates.
ture can use its action to make a DC 10 S trength check Effect. Each Medium or larger creature in a 5-foot-
to try to free itself or another creature in the net. Deal-
wide, 20-foot-long area must make a DC 15 Dexterity
ing 5 slashing damage to the net (AC 10, 20 hp) also
saving throw, taking 14 (4d6) slashing damage on a
frees a creature without harming the creature. failed save, or half as much da mage on a s uccessful one.
Countermeasures. A s uccessful DC 15 Wis dom (Per- Countermeasures. The lever isn't hidden. A success-
ception) check reveals the trip wire and the net. A suc-
ful DC 15 Wis dom (Perception) check involving the
cessful DC 15 Dexterity check using thieves' tools dis-
s urfaces in the trap's area of effect reveals scrape ma rks
ables the trip wire without caus ing the net to drop or the
and bloodstains on the wa lls and floor. A s uccessful
bell to ring; failing the check causes the trap to activate.
DC 15 Dexterity check us ing thieves' tools disables
the lever.
PITTRAP
S imple trap (level 1- 4, moderate threat)
SLEEP OF A GES
The simplest of pit traps consists of a 10-foot-deep bole Simple trap (level 11- 16, deadly threat)
in the floor, concealed by tattered canvas that's covered
When a s leep of ages trap activates, a pressure plate
with leaves and dirt to look like solid ground. This type
unleashes a s pell that threatens to send intruders into a
of trap is useful for blocking off the entrance to a mon- deep slumber. The dungeon's guardians can then more
ster lair, and usually has narrow ledges along its sides to
easily dispose of the sleepers.
allow for movement around it.
Trigger. Stepping on the pressure plate triggers
Trigger. Anyone who steps on the canvas might fall
this trap.
into the pit. Effect. When activated, this trap casts a sleep s pell
Effect. The triggering creature must make a DC 10
centered on the press ure plate, using a 9 th-level
Dexterity saving throw. On a successful save, the crea-
s pell s lot.
ture catches itself on the pit's edge or instinctively steps
Countermeasures. A successful DC 20 Wisdom (Per-
back. On a failed save, the creature falls into the pit and
ception) check reveals the pressure plate. A s uccessful
takes 3 (ld6) bludgeoning damage from the fall.
DC 20 Intelligence (Arcana) check made within 5 feet of
Countermeasures. A successful DC 10 Wis dom (Per- the pressure plate disables the trap, and a check with a
ception) check reveals the presence of the canvas and total of 10 or lower triggers it. A s uccessful dispel magic
the 1-foot-wide ledge around the edges of the pit where it
(DC 19) cast oo the pressure plate destroys the trap.
is safe to travel.
DESIGNING SIMPLE TRA PS
P OISON NEEDLE ~~~~~~~~~
Simple trap (level 1-4, deadly threat) Y ou can create your own s imple traps by using the fol-
low ing guidelines. You can a lso adapt the example traps
A tiny, poisoned needle hidden in a lock is a good way
for different levels and severity of threat by modifying
to discourage thieves from plundering a hoard. S uch
their DCs and damage values as s hown below.
a trap is us ua lly put in a chest or in the door to a trea-
sure chamber.
P URPOSE
Trigger. Anyone attempting to pick or open the lock
Before diving into the details of your trap, think about
triggers the trap.
its reason for being. Why would someone build such a
Effect. T he triggering creature must make a DC 20
trap? What is its purpose? Consider the trap's creator (in
Constitution saving throw. On a failed save, the creature
the adventure), the creator's purpose, and the location
takes 14 (4d6) pois on damage and is poisoned for 10
the trap protects. Traps have context in the world- they
minutes. While poisoned in this way, the creature is pa r-
aren't created for no reason-and that context drives the
alyzed. On a s uccessful save, the creature takes ha lf as
trap's nature and effects.
much da mage and isn't poisoned.
Described below are a few of the genera l purposes a
Countermeasures. A successful DC 20 Wis dom (Per-
trap might have. Use them to inspire the creation of your
ception) check reveals the needle, but only if a character
own traps.
ins pects the lock. A successful DC 20 Dexterity check
Alarm. An alarm trap is designed to alert an area's
us ing thieves' tools disables the needle, and a check
occupants of intruders. It might cause a bell or a gong
with a total of 10 or lower triggers the trap.
to s ound. This type of trap rarely involves a s aving
throw, because the alarm can't be avoided when the
trap goes off.
Delay. Some traps are designed to slow down ene-
mies, giving a dungeon's inhabitants time to mount a
CHAPTER 2 I DUNGEON M AST ER' S TOOLS

