Page 117 - Xanathar's Guide To Everything
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LEVEL AND LETHALITY
Before creating a trap’s effects, think about its level and
its lethality.
Traps are 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
characters in its level range. A moderate trap is unlikely
to kill a character. 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 and Attack Bonuses
table provides guidelines for a trap’s saving throw DC,
check DC, and 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 dIOS for traps
that can affect more than one creature at a time.
The Spell Equivalent by Level table shows the spell
slot level that is appropriate for a given character level
and the severity of danger posed by the trap. A spell is a
great foundation to use as the design of a trap, whether
the trap duplicates the spell (a mirror that casts charm
person on whoever looks into it) or uses its effects (an
alchemical device that explodes like a fireball).
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 lO-foot—deep pit usually deals little suggests combining a 9th—level and a 5th-level spell into
damage and is easy to escape, but it serves its purpose one effect. In this case, pick two spells, or combine the
by impeding intruders. Other examples of delaying traps effects of a spell cast using a 9th-level and a 5th—level
include collapsing walls, a portcullis that drops from the slot. For instance, a fireball 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 characters TRAP SAVE DCs AND ATTACK BONUSES
are usually required to make Dexterity saving throws to Attack Bonus
avoid harm. Trap Danger Save/Check DC
Restrain. A restraining trap tries to keep its victims in Moderate 10 +5
place, leaving them unable to move. Such traps are often Dangerous 15 +8
employed in conjunction with regular guard patrols, so Deadly 20 +12
that victims are periodically extricated and taken away
to be dealt with. But in an ancient dungeon, the guards DAMAGE SEVERITY BY LEVEL
might be long gone.
Restraining traps usually require a successful Character Deadly
Strength saving throw to be avoided, but some don’t Level Moderate Dangerous
allow saving throws. In addition to dealing damage, a 1—4 5 (ll) ll (2l) 22 (4l)
restraining trap also renders a creature unable to move. 5—10 11 (Zl) 22 (4dl0) 55 (lDl)
Making a subsequent successful Strength check (using 11—16 22 (4l) 55 (lOl) 99 {13d10)
the trap’s saving throw DC) or dealing damage against 17—20 55 (lOl) 99 (lSl) 132 (24l)
the trap can break it and 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
Slay. Some traps are designed to eliminate intrud— Character
ers, plain and simple. Their effects include poisoned Level Moderate Dangerous Deadly
needles that spring out when a lock is tampered with, 1—4 Cantrip lst 2nd
blasts of fire that fill a room, poison gas, and other 5—10 lst 3rd 6th
lethal measures. Saving throws—usually Dexterity or 11—16 3rd 6th 9th
Constitution-wallow creatures to avoid or mitigate the 17—20 6th 9th 9th + 5th
traps effects.
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