False Wire Dart Trap[edit]
mechanical
This trap consists of two tripwires and a wall with small alcoves for firing poisoned darts. This trap is usually placed before a 90 degree turn so that the darts can fire down a hallway instead of across it, maximizing the potential target area. The first tripwire is purposely made easier to spot, requiring only a DC 8 Wisdom (Perception) check to notice, however directly behind it is a second wire that is expertly concealed, requiring a DC20 Wisdom (Perception) check to notice. Any creature attempting to step over the first line automatically steps on the second hidden one. When either tripwire is pulled or stepped on poisoned darts fire from alcoves in a nearby wall. Make an attack roll with a +8 to hit against all creatures in a 5 foot wide 30 foot long line in the direction the dart firing mechanism is facing. Each creature hit by this attack takes 1d4 piercing damage and 3d4 poison damage.
The trap can be disabled by finding both wires and then making a DC12 Dexterity (Sleight of Hand) check with Theives’ Tools.
DMs wishing to make this trap more deadly should increase the poison damage the trap deals and increase the DC of the Wisdom (Perception) check required to notice the second wire.
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