Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.<\/p>\n
A trap can be either mechanical or magical in nature. Mechanical traps<\/strong> include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps<\/strong> are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as glyph of warding<\/em> and symbol<\/em> that function as traps.<\/p>\n
When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.<\/p>\n
Most traps are triggered when a creature goes somewhere or touches something that the trap\u2019s creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the glyph of warding<\/em> spell) have more complicated trigger conditions, including a password that prevents the trap from activating.<\/p>\n
Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap\u2019s presence.<\/p>\n
A trap\u2019s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap\u2019s DC. You can also compare the DC to detect the trap with each character\u2019s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence<\/a> (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity<\/a> check using thieves\u2019 tools to perform the necessary sabotage.<\/p>\n
The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap\u2019s description specifies what happens when it is triggered.<\/p>\n
The attack bonus of a trap, the save DC to resist its effects, and the damage<\/a> it deals can vary depending on the trap\u2019s severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.<\/p>\n
Trap Save DCs and Attack Bonuses (table)<\/strong><\/p>\n\n\n\n\n\n\n\n