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L EVEL AN D  L ETH A LITY
                                                                  Before creating a trap's effects, think about its level and
                                                                  its lethality.
                                                                    Traps a re divided into four level ranges: 1-4, 5- 10,
                                                                  11- 16, and 17-20. The level you choose for a trap gives
                                                                  you a starting point for determining its potency.
                                                                   To further delineate the trap's strength, decide
                                                                  whether it is a moderate, dangerous, or deadly threat to
                                                                  cha racters in its level range. A moderate trap is unlikely
                                                                  to kill a cha racter. A dangerous  trap typically deals
                                                                  enough damage that a character hit by one is eager for
                                                                  healing. A deadly trap might reduce a creature to 0 hit
                                                                  points in one shot, and leaves most creatures hit by it in
                                                                  need of a short or long rest.
                                                                    Consult the following tables when determining a
                                                                  trap's effects. The Trap Save DCs a nd Attack Bonuses
                                                                  table provides guidelines for a trap's saving throw DC,
                                                                  check DC, a nd attack bonus. The check DC is the default
                                                                  for any check used to interact with the trap.
                                                                   The Damage Severity by Level table lists the typical
                                                                  damage a trap deals at certain character levels. The
                                                                  damage values given assume that the trap damages one
                                                                  creature. Use d6s for damage in place of dlOs for traps
                                                                  that can a ffect more than one creature at a time.
                                                                   The S pell Equivalent by Level table shows the spell
                                                                  slot level that is appropriate for a given cha racter level
                                                                  a nd the severity of da nger posed by the trap. A s pell is a
                                                                  great foundation to use as the design of a trap, whether
                                                                  the trap duplicates the s pell (a mirror that casts charm
                                                                  person on whoever looks into it) or uses its effects (an
                                                                  alchemical device that explodes like a fir eball).
            defense or flee. The hidden pit is a classic example of   The Deadly entry for characters of 17th level or higher
            this kind of trap. A 10-foot-deep pit usually deals little   suggests combining a 9th-level a nd a 5th-level spell  into
            damage and is easy to escape, but it serves its purpose
                                                                  one effect. In this case, pick two s pells, or combine the
            by impeding intruders. Other examples of delaying traps   effects of a s pell cast using a 9th-level and a 5th-level
            include collapsing wa lls, a portcullis that drops from the   slot. For instance, a fir eball spell of this sort would deal
            ceiling, and a locking mechanism that shuts and bars
                                                                  24d6 fire damage on a failed saving throw.
            a door. If  a delaying trap has moving parts  that directly
            threaten characters when they operate, the cha racters   TRAP SAVE  DCs AND  ATTAC K BONUSES
            a re usually required to make Dexterity saving throws to
            avoid ha rm.                                           Trap Danger      Save/Check DC    Attack Bonus
             R estrain. A restra ining trap tries to keep its victims  in   Moderate     10               +5
            place, leaving them unable to move. S uch traps are often   Dangerous        l S             +8
            employed in conjunction with regular guard patrols, so   Deadly              20              +12
            that victims are periodically extricated a nd taken away
            to be dealt with. But in an ancient dungeon, the guards
            might be long gone.                                   DAMAGE SEVERITY  BY  LEVEL
             Restra ining traps usually require a successful        Character
            S trength saving throw to be avoided, but some don't      Level      Moderate   Dangerous     Deadly
            allow saving throws. Io addition to dealing damage, a     1- 4       S (ldlO)    11 (2dl 0)   22  (4dl0)
            restraining trap a lso renders a creature unable to move.   5-10     11 (2dl 0)   22 (4dl 0)   SS  (l O dlO)
            Making a subsequent successful S trength check (using     11- 16    22 (4dl 0)   SS  (lOdlO)   99 (18dl0)
            the trap's saving throw DC) or dealing damage against     17-20     S5  (lOdlO)   99 (18dl0)   132 (24dl 0)
            the trap can break it a nd free the captive. Examples in-
            clude a bear trap, a cage that drops from a ceiling, and a
            device that flings a net.                             SPELL  EQUIVALENT  BY  LEVEL
             S lay. Some traps are designed to eliminate intrud-    Character
            ers, plain and simple. Their effects include poisoned     Level     Moderate    Dangerous     Deadly
            needles that s pring out when a lock is  tampered with,   1-4        Cantrip       l st        2nd
            blasts of fire that fill a room, poison gas, and other    S- 10        1st         3rd         6th
            letha l measures. Saving throws-us ually Dexterity or     11- 16       3rd         6th         9th
            Constitution- allow creatures to avoid or mitigate the
                                                                      17- 20       6th         9th       9th + 5th
            trap's effects.

            CHAPTER 2  I DUNC  EON  MASTER'S TOOLS
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