5E D&D Setting Simple Traps
5E D&D Setting Simple Traps
If you have proficiency Thieves’ Tools just as you can disable traps, you can also set them. As part of
a short rest, you can create a trap using items you have on hand. The total of your Dexterity
(Thieves’ Tools) check becomes the DC for someone else’s attempt to discover or disable the trap.
The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon)
or damage equal to half the total of your check, whichever the DM deems appropriate.
Alarm Trap: This trap is little more than a series of bells attached to a thin trip wire. When the wire
is breached, the bells ring. Those nearby are alerted by the sound, which is loud enough to awaken
someone sleeping in the same room. Failing the check to disable this trap causes it to activate.
Base Cost: 1gp 1sp/10 ft.
Cost/Use: —.
Trip Rope Trap: This trap is made up of a strong rope attached tautly between two points. If anyone
of size large or smaller tries to cross the rope, it makes a trip attempt with a bonus equal to your
DexMod+Prof contested by a Dexterity (Acrobatics) or Strength (Athletics) check. The first creature
to cross through the trap causes the rope to go slack, and it must be reset before the trap can be
used again. The trap can cover a line of up to 20 feet.
Base Cost: 10gp.
Cost/Use: —.
Net Trap: This trap uses a trip wire to release a net suspended from the ceiling. The net covers a 10-
foot-by-10-foot area centred on the tripwire. Any creature fully within this area must succeed on a
Dexterity saving throw (DC equal to your 8+DexMod+Prof) or be restrained. A creature can use its
action to make a DC 10 Strength check to try to free itself or another creature in the net. Dealing 5
slashing damage to the net (AC 10, 20hp) also frees a creature without harming the creature. Failing
the check to disable this trap causes it to activate.
Base Cost: 1gp 1sp.
Cost/Use: None, unless net is destroyed.
Bolt Trap: This trap shoots a light or heavy crossbow at one target that breaks a trip wire. The
crossbow makes a single attack with a bonus equal to your DexMod+Prof. The bolt deals standard
damage for its type, magic crossbows and bolts to enhance the accuracy or damage. The trap must
be reset after the crossbow shoots. The trap can cover a line of up to 20 feet. A check to disable this
trap with a total of 5 or lower triggers it.
Base Cost: 25gp 1sp (light crossbow 1d8) or 50gp 1sp (heavy crossbow 1d10).
Cost/Use: The cost of the ammunition.
Drop Trap: A heavy or dangerous item is rigged to fall on anyone who crosses a trip line. When the
trip line is breached, the item drops, making an attack with a bonus equal to your DexMod+Prof. You
can rig an alchemical item (which deals damage appropriate to the item) or a heavy object such as a
stone (which deals 1d6 points of bludgeoning damage). The trap can cover a single 5-footsquare
area. Failing the check to disable this trap causes it to activate.
Base Cost: 1sp.
Cost/Use: Varies depending upon the cost of the dropped item.
Item Price Damage
Acid 25gp 2d6 Acid.
Alchemist’s fire 50gp 1d4 Fire at start of each turn till extinguished, DC 10 Dexterity.
Burnt Othur 500gp DC 13 Constitution, 3d6 Poison. Check repeated each at start of
Fumes turn till 3 successes, 1d6 Poison.
Carrion Crawler 200gp DC 13 Constitution, poisoned and paralysed for 1 minute. Check
Mucus repeated at end of each turn.
Essence of Ether 300gp DC 15 Constitution, poisoned for 8 hours and unconscious.
Woken by damage or being shaken (uses action).
Holy Water 25gp 2d6 radiant damage if target is a fiend or undead.
Malice 250gp DC 15 Constitution, poisoned for 1 hour and blinded.
Oil 1sp +5 to the first fire damage received within 1 minute.
Oil of Taggit 400gp DC 13 Constitution, poisoned for 24 hours and unconscious.
Woken by damage.
Premade Traps
Hunting Trap: When you use your action to set it, this trap forms a saw-toothed steel ring that snaps
shut when a creature steps on a pressure plate in the centre. The trap is affixed by a heavy chain to
an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the
plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving.
Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the
chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing
itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to
the trapped creature.
A successful DC 10 Wisdom (Perception) check reveals the trap. A successful DC 10 Dexterity check
using thieves’ tools disables it. An attempt can be made to disguise the trap using a Wisdom
(Survival) check, the result replaces the DC for the Wisdom (Perception) check.
Base Cost: 5gp.
Cost/Use: —.