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UA Traps
UA Traps
This Is Playtest Material saving throw DC, and what happens on a hit or
The material here is presented for playtesting and to failed saving throw.
spark your imagination. These game mechanics are in Countermeasures. A trap can be defeated in a
draft form, usable in your campaign but not refined by variety of ways. This section of a trap’s
design iterations or full game development and editing. description details the checks or spells that can
They aren’t officially part of the game and aren’t detect and disable it. It also specifies what
permitted in D&D Adventurers League events. happens, if anything, on a failed attempt to
If we decide to make this material official, it will be disable it.
refined based on your feedback, and then it will appear
in a D&D book. Running a Simple Trap
The rules for traps in the Dungeon Master’s Guide When managing a simple trap in play, start by
provide the basic information you need to making note of the characters’ passive
manage traps at the game table. The material Perception scores. Most traps allow Wisdom
here builds on the DMG rules and provides more (Perception) checks to detect their triggers or
guidance on creating traps of your own. other elements that can tip off their presence. If
Rather than focus on traps as mechanical or you stop to ask for checks, the players might
magical, these rules separate traps into two suspect a hidden danger.
categories: simple traps and complex traps. When a trap triggers, apply its effects as
specified in its description. Be sure of the
players’ intended actions before a trap activates
Simple Traps so that it springs into action based on what the
A simple trap activates and is then harmless. A players want to do, rather than a course of action
hidden pit dug at the entrance of a goblin lair, a they’re arguing about or merely considering.
poison needle that pops from a lock, and a If the players discover a trap, be open to
crossbow rigged to fire when an intruder steps adjudicating their ideas for defeating it. The
on a pressure plate are all simple traps. trap’s description is a starting point for
countermeasures, rather than a complete
Describing a Simple Trap definition.
The players should be specific in how they
Simple traps require three elements to function:
want to defeat the trap. Simply stating the desire
a trigger, an effect they have once triggered, and
to make a check isn’t enough. Ask the players
the measures that can defeat them. In addition, a
where their characters are positioned and what
trap is given a level and an overall description of
they intend to do to defeat the trap. A player
the threat it poses.
can’t just say, “I use thieves’ tools to disable it.”
Level and Threat. A trap’s level is expressed
That’s too murky. The player instead should
as a range of levels to give you an idea of its
describe something like, “I use my thieves’ tools
relative strength (levels 1–4, 5–10, 11–16, and
to examine the lock and attempt to disable the
17–20). It is then labeled as a moderate,
poison needle inside it.” The last thing you want
dangerous, or deadly threat. The trap’s label tells
is confusion over where the characters are
you how powerful the trap is compared to others
located if a trap activates.
of its level range.
As a default, overcoming a simple trap offers
Trigger. A simple trap has a trigger that
no experience point reward. If the characters
describes what causes the trap to activate. The
uncover the trap and avoid or disable it, their
trigger’s description includes its location and the
reward is dodging a threatening element of the
action that causes it to activate.
dungeon. If they stumble into it, they must cope
Effect. A trap’s effect describes what happens
with the consequences of a more dangerous
when its trigger activates. The trap might fire a
situation.
dart, unleash a cloud of poison gas, cause a
hidden point to open, and so on. The effect
specifies who the trap targets, its attack bonus or
You can create a simple trap by using the Level and Lethality
following guidelines. You can also adapt the Before creating a trap’s effects, think about its
example traps by modifying DCs and damage level and its lethality.
values, based on the target level and threat for Traps are divided into four level ranges, 1st–
the trap. 4th, 5th–10th, 11th–16th, and 17th–20th. A
trap’s level range gives you a starting point for
Purpose its potency.
Before diving into the details of your trap, think To further calibrate the trap’s strength, pick
about its purpose. Why would someone build whether it is a moderate, dangerous, or deadly
this trap? What is its purpose? Think of the threat within its level range. A moderate trap is
trap’s creator, the creator’s purpose, and the unlikely to kill a character and is the weakest
location that the trap protects. Traps have trap type. Dangerous traps deal enough damage
context in the world, and that context drives the that a character hit by one is eager for healing. A
trap’s nature and effects. deadly trap might reduce a creature to 0 hit
Described below are a few of the purposes a points in one shot, and leaves most creatures in
trap might have. Use them to inspire the creation need of a short or long rest.
of your own traps. Consult the following tables when nailing
Alarm. An alarm trap is designed to alert an down a trap’s effects. The Trap Save DCs and
area’s occupants of intruders. It might cause a Attack Bonuses table provides guidelines for a
bell or gong to sound. This type of trap rarely trap’s save DC, check DC, and attack bonus. The
involves a saving throw. check DC is the default number used for any
Delay. These traps serve to slow down check used to interact with the trap.
intruders, giving a dungeon’s inhabitants time to The Damage Severity by Level table lists the
mount a defense or flee. A hidden pit is the typical damage a trap deals at certain character
classic example of this trap. A 10-foot-deep pit levels. The damage listed assumes the trap
usually deals little damage and is easy to escape, damages one creature. Use d6s for damage in
but it slows down intruders. Other examples place of d10s for traps that can affect more than
include collapsing walls, a portcullis that drops one character at a time.
from the ceiling, and a locking mechanism that The Spell Equivalent by Level lists the spell
shuts and bars a door. These traps, when they slot level that is appropriate for the given
directly threaten characters, usually require a character level and the danger posed by the trap.
Dexterity saving throw to avoid. A spell is a great shortcut to use when designing
Restrain. A restraining trap tries to keep its a trap, whether the trap duplicates the spell (a
victims in place, leaving them unable to move. mirror that throws charm person on whoever
These traps are most useful when combined looks into it) or uses its effects (an alchemical
with a regular guard patrol, but in ancient device that explodes like fireball). Note that the
dungeons the guards might be long gone. These Deadly entry for characters above 17th level
traps usually require a Strength saving throw to suggests combining a 9th and 5th level spell into
avoid, but some don’t allow saves. In addition to one effect. In this case, pick two spells, or
dealing damage, they also render a creature combine the effects of a spell cast using a 9th-
unable to move. A subsequent, successful level and a 5th-level slot.
Strength check (use the saving throw DC) or
damage against the trap can break it and free the Trap Save DCs and Attack Bonuses
captive. Examples include a bear trap, a cage that Trap Danger Save/Check DC Attack Bonus
drops from a ceiling, or a device that flings a net. Moderate 10 +5
Slay. These traps are designed to eliminate Dangerous 15 +8
intruders. They include poisoned needles that Deadly 20 +12
spring out when a lock is tampered with, blasts