Page 116 - DnD 5e - Xanathar's Guide to Everything
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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
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