Trap Compendium
Trap Compendium
Trap Compendium
WRITTEN BY
Steven Gordon
PRODUCED BY
2CGaming
© 2CGaming, LLC. All Rights Reserved. Trap Compendium v1.0 published November, 2016 by 2CGaming, LLC.
The 2CGaming logos and name, the book name (Trap Compendium), are protected by appropriate copyright.
Any reproduction or unauthorized use of material contained herein is prohibited without the express written
permission of 2CGaming, LLC. or its authorized representatives.
PROJECT LEADS & AUTHORS ARTISTS
Steven Gordon, Jonathan Kelly Ambrose Hoilman (Cover, Illustration),
Arthur Muzzin (Illustration),
EDITORS Gabrielle Schwall (Illustration),
Valerie Valdes, Jonathan Kelly, Steven Gordon Nolan Nasser (Cover Design),
John Cason (Graphic Design)
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2 Trap Compendium
Table of Contents
FOREWARD.............................................................4 Trap Components ...............................................14
Component Universal Upgrades .....................14
INTRODUCTION...................................................6
Alarm.............................................................. 16
Building a Trap......................................................7 Antimagic........................................................ 16
Architect’s........................................................ 17
Mitigating Traps....................................................8 Bludgeoning.................................................... 18
Detection ............................................................8 Compulsion..................................................... 18
Disarming ..........................................................8 Darkness.......................................................... 18
Disabling......................................................... 19
What is a “Trigger”? .............................................8
Disease............................................................ 20
What is a “Target”? ...............................................8 Energy Damage............................................... 20
Gas.................................................................. 21
What is a “Component”?......................................9
Geas................................................................. 22
Balance & Gameplay ............................................9 Healing............................................................ 23
Illusion............................................................ 24
Trap Mitigation ...................................................10 Immobilizing................................................... 24
Mitigation Universal Upgrades........................10 Liquid.............................................................. 25
Madness.......................................................... 26
Trap Triggers .......................................................10
Magical Damage............................................. 26
Trigger Universal Upgrades.............................10
Movement....................................................... 27
Physical Trigger.................................................10
Piercing........................................................... 27
Manual Trigger.................................................12
Pit.................................................................... 28
Magical Trigger.................................................12
Poison.............................................................. 28
Additional Trigger............................................12
Rolling Boulder............................................... 29
Trap Targets.........................................................12 Slashing........................................................... 30
Target Universal Upgrades...............................13 Sphere of Annihilation......................................30
Basic Targeting..................................................13 Variant: Spellcasting.........................................31
Fixed Targeting.................................................14 Summoning.......................................................31
Magical Targeting.............................................14 Swarm................................................................32
Additional Target..............................................14 Wall....................................................................33
Web....................................................................34
SAMPLE TRAPS................................................. 35
Tier 1............................................................... 35
Tier 2............................................................... 37
Tier 3............................................................... 42
Tier 4............................................................... 48
Tier 5............................................................... 56
Tier 6............................................................... 61
Tier 7............................................................... 68
Trap Compendium 3
Foreword
Foreward
4 Trap Compendium
Foreword
The third technique is to use consequences other If you really want to give your players a hard
than damage. The trap could block off an optional choice, you can set up a trap like a pit with a massive
area, remove treasure, or make the final battle of stone block over it. The stone block completely
the dungeon more difficult, rather than simply seals the hallway the players need to travel down.
damaging the player. You can also add a time limit Leave a small 1-inch gap in the floor so the players
to the trap, making it worse over time, or giving can speak to an NPC trapped in the pit. If the
the players a limited number of in-game rounds to players release the stone block (which could be as
try to disarm it. easy as pulling a lever), they can proceed, but the
NPC will be crushed. Maybe that NPC is someone
they were sent to rescue, and now they have to
Here’s an example of an exploration trap: figure out how to raise the stone block without
The players step into a large room in a accidentally dropping it.
dungeon and see a pedestal with a treasure As another option, you can add a riddle, puzzle,
chest in the center of the room. As soon as or other sentient creature involved in the trap.
they enter the room, the pedestal begins to If the players mess up their interaction with the
descend into the floor. They have a limited creature, whether that’s getting the riddle wrong,
amount of time to get the treasure or stop the making the wrong move in a puzzle, or insulting
mechanism before it retracts, which may lead a capricious wizard, they suffer the effects of the
to them acting recklessly, potentially triggering trap. Perhaps the party’s social characters need to
additional traps in the room around the distract a pompous villain while being dangled
treasure, or running into an ambush of nearby over a pit of sharks to buy time for the rogue to
monsters. This is far more interesting than sneak around and figure out how to rescue them.
peppering them with arrows for 3d6 damage! Hopefully these examples are inspiring, and
you have a few ideas of your own for how to
challenge your players with hard choices and
And what about roleplaying? How can traps interesting scenarios. The rest of this book details
enhance roleplaying? The main pitfall with the construction of traps themselves, followed by a
roleplaying and traps is that players are mostly selection of 50 example traps you can drop directly
going to be dealing with traps through their skills, into your games.
by rolling dice, while roleplaying is often (but not
always) at its best when the dice aren’t being rolled.
There’s no single best solution here, but there are a
few tricks you can use to encourage your players to
speak in character when the traps come out. First,
you can add an NPC or two. What if that pit trap
has someone already trapped in it when the players
arrive? It can be a fellow adventurer, a monstrous
creature, or a normally violent adversary who is
suddenly willing to negotiate.
Trap Compendium 5
Introduction
Introduction
6 Trap Compendium
Introduction
Trap Compendium 7
Introduction
8 Trap Compendium
Introduction
Trap Compendium 9
Trap Mitigation
traps are more dangerous to the monsters than they owners or maintainers can reactivate the trap, given
are to the players, cut the trap’s XP value in half. If time, but they aren’t likely to activate again during a
you’re following the encounter building guidelines single encounter. Each trap can be upgraded to be
in the Dungeon Master’s Guide, factor the increased re-arming or continuous. All Triggers have a base
or decreased XP value into the encounter’s difficulty Perception DC of 15 to detect them, and a base
calculation. Thieves’ Tools DC of 15 to disarm them.
As always, if you want to kill your players, you can.
You can easily make traps that will be downright Trigger Universal Upgrades
lethal, brutally destroying those poor adventures Hairpin Trigger (+3 Cost): This trap is especially
with no chance of survival. prone to going off at the worst possible time. When
a character attempts to disarm a trap using Thieves’
Tools or some other skill, if they fail the check by
TRAP MITIGATION 5 or more, the trap activates immediately. This
upgrade can be taken multiple times, and each time
Mitigation Universal Upgrades reduces the threshold for activation by 2. This means
Hard to Find (+2 cost): Increase the Perception if you apply Hairpin Trigger three times, the trap
DC to detect this trap by 3. This upgrade can be will activate if the disarm check fails by 1 or more,
applied up to five times. guaranteeing the trap will activate on a failure.
Hard to Disarm (+2 cost): Increase the Thieves’ Rearming (+5 cost): This trap can now activate once
Tools DC to disarm this trap by 3. This upgrade per round, resetting automatically at the end of the
can be applied up to five times. round and awaiting the next creature to activate one
of its triggers.
Repairing (+2 cost): When this trigger is disarmed
or destroyed, it magically repairs after 1 minute, Physical Trigger
returning to full function. This does not rearm the trap Size: 5 ft. square
if it has already activated. This is a magical upgrade.
Cost: 0
Rapid Repairing (+8 cost): When this trigger is
Description: This is the default trap trigger,
disarmed or destroyed, it magically repairs at the
covering things like pressure plates, tripwires, and
end of the disarming or destroying creature’s next
other methods of detection that require physical
turn, returning to full function. This does not
interaction.
rearm the trap if it has already activated. This is a
magical upgrade. Upgrades: Trapped Room (+2 cost): This trigger
traps an entire room, up to a 60 ft. cube. You can
place any number of Physical Triggers within that
TRAP TRIGGERS room, including making the entirety of the floor,
walls, and ceiling a series of pressure plates, if you
All traps, by default, are single-use. They can be are so inclined.
triggered once, and then they are disabled. The trap’s
10 Trap Compendium
Trap Triggers
Example Triggers
Since this system can be a little confusing, Alternately, you could select the Magical Trigger
here are several examples that should help you and the Rearming upgrade, costing 9 (Magical
navigate your way to expert trapsmithing. Trigger: 4, Rearming: 5; 4 + 5 = 9).
Let’s take a room trapped with arrows for Each has advantages and disadvantages. Because
example: the Trapped Room upgrade creates separate
Physical Triggers, this trap could go off on
One way to make the trap’s trigger would be different creatures during the same round.
to select a Physical Trigger with the Trapped The Magical Trigger will activate only once
Room upgrade and the Rearming upgrade. This per round and target the first creature it detects
trigger would cost 7 points (Physical Trigger: 0, within the room.
Trapped Room: 2, Rearming: 5; 0 + 2 + 5 = 7).
Trap Compendium 11
Trap Triggers
vulnerable to dispel magic, counterspell, or similar
Manual Trigger effects.
Size: 5 ft. square
Upgrades: Keen Senses (+2 cost): Increase this
Cost: 0 trigger’s passive Perception by 5.
Description: This is a variation on the Physical Discerning Trigger (+4 cost): This trigger can now
Trigger; it will only activate if a creature interacts specify certain conditions that must be met before
with it, making it perfect for defensive traps. A the trap will activate, or certain conditions that
creature must be within reach of the Manual Trigger prevent its activation. For ideas, consider a trap
to activate it. It is highly recommended you combine that won’t activate if an undead is in its area (for
this trap with the Fixed Target upgrade in the the lich that prefers to avoid friendly fire), or a
Targeting section, otherwise whoever pulls the trap that only activates if three or more creatures
lever will get hit by the trap. On the other hand, are in its area (to maximize the impact of a
you could include a trick lever that intentionally single-use trap). You can also use this as a more
targets whoever pulls it, to punish the kind of expensive way to make a manual trap trigger with
intruders that pull every lever in sight. more flexibility, such as if the condition you set is a
Upgrades: Magical Lock (+2 cost): This trigger can command word that must be spoken by a specific
only be activated by creatures that meet a specific creature, be they friend or foe.
criteria set by you. Good examples include: using a Truesight (+4 cost): This trigger gains Truesight,
specific key; being a member of a certain class, race, allowing it see clearly in darkness and detect
or alignment;or saying a command word. invisible or ethereal creatures, as well as gaining
all other benefits of Truesight.
Magical Trigger
Size: up to a 60 ft. cube
Additional Trigger
Cost: same as trigger added + 1
Cost: 4
Description: You can add multiple triggers to the
Passive Perception: 18
same trap, allowing it to be activated in multiple
Description: Magical Triggers are activated when a ways or in multiple locations. You can use this to
creature the trigger can see or hear passes through add a secondary trigger that will fool adventurers
its area of effect. Creatures attempting to sneak into thinking the trap is disarmed, or be especially
by must make a Stealth check against the trap’s devious and add a Magical Trigger that activates
passive Perception of 18. They have advantage on when the first trigger is disabled. These can be the
their Stealth check if they can’t be seen, or if they same type as the base trigger, or different types,
can’t be heard. Creatures that are both invisible and they can be located adjacent to the existing
and silent (an invisible ghost, perhaps, or clever triggers or far away from them. You must pay
use of the spells silence and invisibility), can safely the cost for each additional trigger plus one. For
pass without triggering the trap, unless the trigger example, adding an additional Magical Trigger
is upgraded with Truesight. This trigger doesn’t would have a cost of 5 (4 + 1 = 5), while adding an
function in an antimagic field but is otherwise not additional Manual Trigger would have a cost of 1
(0 + 1 = 1).
12 Trap Compendium
Trap Targets
TRAP TARGETS
Example Targets
Target Universal Upgrades Setting up the targeting for your trap can be
Precise Expansion (+1 cost): This upgrade adds a little tricky, so here are several examples
three additional 5 ft. cubes to the trap’s area, each to make the process more intuitive. First,
remember that the standard behavior for
adjacent to the trap’s previous area. This upgrade
a trap is to target whoever just triggered it.
cannot be selected in conjunction with the Bigger
Most of these tweaks and upgrades build on
Area upgrade, but can be applied multiple times. that basic model, so we’ll start by reviewing
the one upgrade that doesn’t. The Fixed Target
Bigger Area (+3 cost): This increases the area the upgrade is how you create pit traps, terrain
trap can target by 5 ft. in every direction each time hazards, and other effects that happen in a
it is purchased. This means a 5 ft. cube becomes a specific location, regardless of how they are
triggered. You can use this to create a hallway
15 ft. cube, and if purchased again, it becomes a 25
with a barrage of arrows flying across it by
ft. cube. You can also think of this as increasing the
adding the Bigger Area upgrade one or more
radius by 5 ft., or if you’re playing with a grid and times until the targeting area covers the whole
miniatures, visualize it as a single square becoming a hallway. Assuming you add it three times, this
3x3 grid of squares, which then becomes a 5x5 grid. gives you a total cost of 15 (Fixed Target: 0;
This upgrade cannot be selected in conjunction Bigger Area x 3: 3 x 3 = 9; 0 + 9 = 0).
with the Precise Expansion upgrade, but can be
If you wanted to create a complex target—say, a
applied multiple times.
maze with walls of fire—you could do it. It’s not
going to be cheap, so it’s more appropriate for
Discerning Targeting (+8 cost): You can now higher-level parties; for example, a party level
choose certain creatures to protect from this trap’s 8-10 would give you 22-30 points to spend on
effects. This can be specific individuals, creatures of a trap. If you combine Fixed Target with many
a certain type, or any other restriction you want. Precise Expansion upgrades, you can build out
They are never targeted by the trap’s attacks, and are the target area as much as you like. Add in a
Continuous Trap upgrade (for that proper wall
immune to any damage and any effects created by
of fire effect), and some fire damage, and you
this trap’s components.
have your maze! If you made thirty squares
of walls, it would cost a total of 25 points: 10
Basic Targeting for the walls (1 per 3 squares) and 15 for the
Cost: 0 continuous upgrade, leaving up to 5 points
to spend on the fire damage. On the other
Target Area: 5 ft. cube hand, you could drop the Continuous upgrade
down to Rearming, then spend 10 points on
Description: This target affects a 5 ft. area the walls, for a total cost of 15. This would
centered at the point where the trap was triggered. allow you up to 15 points to pump up the fire
All creatures in the target’s area are affected by the damage, making it a nightmare for anyone
trap. who runs carelessly across the room. Add a few
monsters with longbows to the mix, and you
have a nasty encounter.
Trap Compendium 13
Trap Components
14 Trap Compendium
Trap Components
Trap Compendium 15
Trap Components
An ‘Antimagic’ component
Alarm Component ruins a Rogue’s invisibility.
1 60 ft. 1
2 120 ft. 2
3 300 ft. 4
4 600 ft. 6
5 1/4 mile 8
6 1/2 mile 10
7 1 mile 12
Upgrades: Silent Alarm (+4 cost): The alarm Description: Designed to stymie spellcasters, an
is now telepathic, signaling only creatures you Antimagic component targets triggering creatures
choose within the specified distance. They will within the trap’s target area with an effect similar to
awaken if they are sleeping. This upgrade makes dispel magic. Spells of the indicated level or lower
the component magical. automatically end, and the component makes a
check with the bonus listed when attempting to
The ‘Alarm’ component. dispel higher level effects, rolling against a DC of
10 + the level of the spell. On a success, it ends
the spell. An Antimagic component is immune to
dispel magic and other effects that target spells or
magical effects. This is a magical component.
16 Trap Compendium
Trap Components
Description: This component moves walls, floors, Upgrades: Quicksilver Mechanisms (+2 cost): The
and ceilings around in the dungeon. You can affect component activates immediately after the creature
a number of square ft. of walls, floors, and ceilings that activated the trap, rather than on initiative
equal to the area of the trap target. count 20. Additionally, the component moves 30 ft.
The components move on initiative count 20, per round instead of the previous 10 ft.
losing ties, moving at a rate of 10 ft. per round and
terminating at a point of your choosing or when Locked Mechanism (+4 cost): When a component
stopped. with this upgrade has finished moving into place,
When the component encounters a creature, it locks there, increasing the Strength Save DC to
that creature may elect to make a Strength saving move it by 5. A Thieves’ Tools check against the
throw (against the above-listed DC) to avoid being (now-increased) Strength Save DC unlocks the
pushed by the wall and stop the component. component, allowing it to move freely.
Trap Compendium 17
Trap Components
Crushing Walls (+5 Cost): When stopped, the Wisdom saving throw to resist the suggestion. The
component begins moving again on its next turn suggestion must be a single sentence, no longer than
instead of becoming inert. This cannot be paired 10 words. This is a charm effect, thereby rendering
with the Continuous upgrade. creatures immune to that condition immune to this
component. This is a magical component.
Bludgeoning Component
Upgrades: Implanted Suggestion (+5 cost): Rather
TIER ATTACK BONUS DAMAGE COST than immediately commanding a creature to take
1 +3 6 (1d10) 1 an action, when a target fails their saving throw
against this component they have a command
2 +4 11(2d10) 4
implanted in their subconscious. At the time of the
3 +5 22 (4d10) 8
trap’s creation, set both the trigger condition and the
4 +6 33 (6d10) 13
corresponding action. If the condition is met before
5 +8 55 (10d10) 19 the creature finishes a long rest, the creature suffers
6 +10 77 (14d10) 26 the effect of the command, compelling them to take
7 +12 99 (18d10) 34 the associated action. Creatures that fail their saving
throw against this effect by more than 5 do not know
Description: This trap component hits hard, but has they have a command implanted. Creatures that fail
poor accuracy. It deals bludgeoning damage to crea- by fewer than 5 are aware, but do not know what the
tures in the trap’s area. It might be hammers, mauls, trigger condition is or what the command will be.
or just big rocks. This is not a magical component.
Insidious Magic (+5 cost): Instead of making a
Compulsion Component Wisdom saving throw, creatures targeted by this
component must make a Charisma saving throw
TIER WISDOM SAVE DC COST instead. This is no longer a charm effect.
1 12 4
2 14 7
Darkness Component
3 16 10
TIER DURATION DISPEL DC COST
4 18 14
1 1 minute 11 3
5 20 18
2 1 minute 12 4
6 22 23
3 5 minutes 14 6
7 24 28
4 5 minutes 16 7
18 Trap Compendium
Trap Components
Upgrades: Swirling Fog (+4 cost): The darkness Upgrades: Insidious Magic (+2 cost): Instead of
is filled with sight-obscuring fog that distorts making a Wisdom saving throw to resist the effects
everything within. Creatures with Truesight or of this component, targets must make a Charisma
Devilsight or those who can otherwise see through saving throw instead.
magical darkness can only see the fog within.
If your players object, tell them the fog seems Stunning (+4 cost): Instead of becoming
specifically designed to foil Truesight. A light spell incapacitated, creatures that fail their Wisdom
used to dispel this effect also dispels the fog. saves against this component are stunned for 1
minute. They may still repeat the save at the end of
A trap with the ‘Disabling’ component. each of their turns, as normal.
Trap Compendium 19
Trap Components
Disease Component maximum hit points are reduced by 1d6 per tier
of the component. If the creature’s hit points are
TIER CONSTITUTION SAVE DC COST reduced to 0 in this fashion, it dies. Their hit point
1 11 3 maximum returns to normal as soon as this dis-
ease is cured.
2 13 6
3 15 10
Hard to Cure (+5 cost): The component’s effect can
4 17 14
only be ended by remove curse, greater restoration,
5 19 18 or wish. It otherwise lasts until a creature naturally
6 21 23 fights off the disease. This upgrade makes the
7 23 29 component magical.
Description: The filth and squalor of a dungeon Bodywrack Sickness (+6 cost): While diseased,
make it a natural place to encounter diseases, creatures have disadvantage on all saving throws,
whether through creatures or exposure in attack rolls, and ability checks.
the environment, but the most malicious of
trapmakers will deliberately lay snares to infect Exhausting (+6 cost): Each time a creature
and contaminate trespassers. The tier of the trap fails their saving throw against this component
component determines how difficult the disease is (including initial infection), they gain 1 level of
to resist, and upgrades add additional effects that exhaustion. Creatures afflicted by this disease
diseased creatures suffer. By default, creatures that cannot reduce levels of exhaustion by taking long
fail their saving throws do not manifest symptoms rests. A creature cured of this disease is also cured
until the end of their next long rest, but you can of all exhaustion imparted by the disease.
use a shorter or longer period at your discretion. At
the end of each long rest, diseased creatures suffer Magic Phage (+8 cost): While diseased, creatures
the effects of the disease and must repeat the saving must succeed on a Constitution saving throw against
throw, with success reducing the Save DC by 1d6 the disease’s save DC each time they attempt to cast
and failure increasing it by 1. If the DC is reduced a spell. On a success, they cast the spell normally,
to 0, that creature is cured of the disease. Magic otherwise the spell is cast, but has no effect.
such as lesser restoration can cure most diseases,
but some are harder to deal with. Energy Damage Component
The base Disease component imposes any one
of the following: disadvantage on ability checks, TIER ATTACK BONUS DAMAGE COST
disadvantage on saving throws made with a single 1 +5 4 (1d6) 2
ability, or disadvantage on attacks. The disease can
2 +6 7 (2d6) 5
be upgraded to include additional effects. This is
3 +8 14 (4d6) 10
not a magical component.
4 +10 21 (6d6) 16
20 Trap Compendium
Trap Components
Trap Compendium 21
Trap Components
22 Trap Compendium
Trap Components
The bond cannot be one that would clearly bring Healing Component
harm to the afflicted creature (such as “jump off
the nearest cliff ” or “stab yourself ”), but any such TIER HEALING COST
other bond should be considered. 1 5 (1d8) 3
While under the effects of the geas, a creature 2 9 (2d8) 6
may attempt to resist its effects, suppressing the
3 18 (4d8) 10
bond for 1 minute with a successful Wisdom saving
4 26 (6d8) 14
throw against the listed DC. A creature failing this
save cannot attempt another such save for the next 5 36 (8d8) 19
10 minutes. 6 45 (10d8) 24
The geas effect lasts for the listed duration, but can 7 63 (14d8) 30
be ended early by dispel magic, break enchantment,
remove curse, and any other spells that end mental Description: Healing may seem like a strange
compulsions. Creatures that are immune to charm choice for a trap, but it’s an excellent defensive
effects are immune to this component. This is a choice that can keep a small force in fighting shape
magical component. during a long battle. The healing component heals
all creatures in the target area, unless you upgrade
Upgrades: Hard to Break (+5 cost): This effect the trigger or targeting of the trap to be more
can now only be ended by remove curse, greater selective, so it must be used with caution or it will
restoration, or wish. It otherwise lasts for the full help intruders just as much as the defenders. This
duration. is a magical component.
Insidious Magic (+5 cost): Instead of making a Upgrades: Lesser Restoration (+5 cost): This
Wisdom saving throw, creatures targeted by this component can also cure a single disease, or
component must make a Charisma saving throw remove the poisoned, blinded, deafened, or
instead. This is no longer a charm effect. paralyzed condition from any creatures it targets,
functioning like the spell lesser restoration.
The Price of Disobedience (+5 cost, special): By
paying the cost of another component increased Greater Restoration (+20 cost): This component
by 5, you can add that component to the Geas. If can also reduce exhaustion by one level or end
a character passes their saving throw when they one of the following negative effects: charm,
attempt to suppress the bond, they are targeted petrification, curse, reduction to the target’s ability
by that component. It will only ever target them, scores, or a reduction to the target’s hit point
never affecting any creatures around them. This maximum. This functions like the spell greater
does not count toward the maximum number of restoration.
components you can place on a trap.
Trap Compendium 23
Trap Components
Illusion Component Sound (+2 cost): The illusion now replicates sound
as well as other standard or upgraded sensory
TIER INVESTIGATION DC DURATION COST
components.
1 13 1 minute 1
2 15 5 minutes 3 Touch (+5 cost): The illusion replicates touch as well
3 17 5 minutes 5 as other standard or upgraded sensory components,
4 19 5 minutes 8 though it does not represent other senses such as
pain or heat, and does not provide effects associated
5 22 10 minutes 11
with the item the illusion is mimicking. For example,
6 24 10 minutes 13
illusory lava would have the texture and consistency
7 26 10 minutes 16
of lava, but deal no damage. An illusory wall would
block movement. If a creature is aware that a physical
Description: This component creates an illusory illusion is an illusion, they can choose to interact
copy of any other component within the trap’s with it or ignore it.
target area. It is totally non-real, and can’t do any
damage by itself; but as a distraction or decoy, it can
really put someone in a bad spot. You can also use
this component to create a more standard illusion,
such as a creature or object. Creatures or objects
mimicked in this fashion cannot exceed the target
area for the trap, but can move out of the area.
Without upgrades, the illusion is purely visual; it
does not replicate other sensory effects.
A dispel magic spell can dispel the illusions
created by this component. Treat the illusion as a
spell of level equal to its tier.
Characters can attempt to discern that the illusion
isn’t real with an action to make an Investigation An illusory bridge created by an ‘Illusion’ component.
check against the listed DC. A single-use illusion
lasts for the listed duration, while a rearming
one refreshes the duration each time the trap is
Immobilizing Component
triggered. A continuous illusion is active until the
TIER SAVE DC COST
trap is disarmed or manually reset. This is a magical
component. 1 11 1
2 12 2
Upgrades: Smell (+1 cost): The illusion now 3 14 4
replicates smell as well as other standard or 4 16 6
upgraded sensory components.
5 18 9
6 20 12
7 22 16
24 Trap Compendium
Trap Components
Description: This component assaults the mind Description: This trap component deals radiant,
and sensibilities of its targets, driving them mad. A necrotic or force damage to creatures in the area,
creature that fails a Wisdom saving throw against allowing the affected creature a Constitution saving
this component gains one effect from the Short- throw against the listed Save DC. This is a magical
Term Madness table. The effect lasts for the amount component.
of time listed in the Duration column, but the
affected creature can repeat the saving throw at Upgrades: Psychic Effect (+3 cost): This component
the end of each of its turns, ending the effect on a deals psychic damage instead of the other damage
success. Lesser restoration or more powerful healing types. Instead of a Constitution saving throw, the
magic is sufficient to cure the character. This is a component requires an Intelligence, Wisdom or
magical component. Charisma save (your choice), taking half damage
on a success.
Upgrades: Hard to Break (+3 cost): This effect can
only be ended by remove curse, greater restoration, Lingering Magic (+8 cost): When a creature fails a
or wish. It otherwise lasts for the full duration or saving throw against this component, they must
until a creature succeeds on their saving throw. repeat their saving throw at the start of their next
turn or take 1d6 damage per tier of the component.
Magical Paradox (+5 cost): Instead of making a This damage is of the same type as the component. If
Wisdom saving throw, creatures targeted by this a creature fails a saving throw against the component
component must make an Intelligence saving again, the ongoing damage increases by a further
throw instead. 1d6 per tier of the component. This effect continues
to stack until a successful save at the start of the
Controlled Insanity (+8 cost): Instead of rolling creature’s turn removes all the ongoing damage.
on the Short-Term Madness table, you can pick an
effect each time a creature fails their saving throw
against this component.
26 Trap Compendium
Trap Components
Trap Compendium 27
Trap Components
1 11 4 (1d6) 2
Pit Component 2 12 7 (2d6) 3
3 14 11 (3d6) 6
TIER DEPTH SAVE DC COST
4 16 14 (4d6) 9
1 10 ft. 10 1
5 18 21 (6d6) 12
2 20 ft. 12 2
6 20 28 (8d6) 15
3 30 ft. 14 4
7 22 35 (10d6) 20
4 40 ft. 16 6
5 50 ft. 18 8 Description: This component poisons creatures in
6 60 ft. 20 11 the area; all creatures within take poison damage,
7 70 ft. 22 14 and must succeed on a Constitution saving throw
or become poisoned for 1 minute. A successful
Description: A Pit component drops creatures saving throw prevents the poisoned condition and
within its target area into its waiting embrace, reduces the damage by half. Affected creatures can
usually dealing a bit of damage in the process. repeat the save at the end of each of their turns,
Creatures standing in the pit’s area when it activates ending the poisoned effect on a success. This is not
must succeed on a Dexterity save to avoid falling. a magical
Creatures that succeed on their saving throw move
to the nearest unoccupied safe space adjacent to the Upgrades: Blinding Poison (+3 cost): While a
pit. If there are no unoccupied spaces adjacent to creature is poisoned by this trap, they are blind.
the pit, that creature falls in, even if they succeeded
on their saving throw. Attempting to climb out of Knightsbane Poison (+6 cost): While a creature is
the pit requires an Athletics check against the Save poisoned by this trap, they become vulnerable to
DC. A rearming pit trap can close and reopen once piercing, slashing and bludgeoning damage.
per round, while a continuous pit trap will always
open and immediately close again every time it is Stone Toxin (+8 cost): While poisoned by this
triggered. This is not a magical component. trap, creatures begin turning to stone. They are
immediately restrained, and must continue to
Upgrades: Greased Walls (+1 cost): All checks made repeat their saving throw at the end of each of
to climb out of the pit are made with disadvantage. their turns. If they succeed three times, this
effect ends. If they fail three times, they become
Relocking Door (+2 cost): When a creature triggers petrified until the condition is removed by another
the trap, the pit closes again after they fall in, creature. The successes and failures do not need to
trapping them until someone successfully disables be consecutive.
the trap.
28 Trap Compendium
Trap Components
Rolling Boulder Component When the trap is activated and at the end of each
of the triggering character’s future turns (exclud-
TIER SAVE DC DAMAGE SPEED COST ing the turn the trap was activated), the boulder
1 12 11 (3d6) 30 ft. 3 moves its speed from its point of origin toward the
destination, affecting creatures and objects in its
2 14 21 (6d6) 40 ft. 6
path as described below until stopped.
3 16 32 (9d6) 50 ft. 10
If the boulder would enter a creature’s space, that
4 18 42 (12d6) 60 ft. 14
creature must make either a Strength or Dexterity
5 20 53 (15d6) 70 ft. 19 saving throw (their choice) against the listed
6 22 63 (18d6) 80 ft. 24 DC. On a successful Dexterity saving throw, the
7 24 74 (21d6) 90 ft. 30 creature moves to one side of the boulder, taking
no damage. On a successful Strength saving throw,
Description: The classic rolling boulder trap. It’s the creature takes half the listed damage and the
big, it likes to move, and it’s going to cause a real boulder stops.
headache for anyone in its way. If either saving throw fails, the creature takes
The boulder is no larger than a 5 ft. diameter full damage and is knocked prone in their square
sphere per tier. It originates from a point within as the boulder rolls over them, continuing on its
the trap’s target area and moves in a straight line path. If the boulder encounters an immovable
toward a point you designate within 100 ft. per obstacle (such as a wall), it is stopped. This is not a
tier, determined at the time of the trap’s creation. magical component.
Trap Compendium 29
Trap Components
1 13 11 (2d10) 5
2 14 22 (4d10) 10
3 15 33 (6d10) 16
4 16 44 (8d10) 22
5 17 66 (12d10) 29
6 18 88 (16d10) 36
7 19 110 (20d10) 45
30 Trap Compendium
Trap Components
Trap Compendium 31
Trap Components
32 Trap Compendium
Trap Components
Upgrades: Aquatic (+1 cost): This swarm and trap Web-weavers (+5 cost): While poisoned by this
can function underwater. component, creatures are restrained.
Snakes (+2 cost): Creatures that fail a saving throw Potent Venom (+10 cost): While poisoned by this
against this component take 2d6 poison damage per trap, creatures are paralyzed.
tier of the component. A successful save reduces this
damage by half. Wall Component
Leeches (+3 cost): While poisoned by this component, TIER DEXTERITY WALL HEIGHT COST
creatures lose hit points equal to the component’s 1 12 5 ft. 1
tier at the start of each of their turns. Hit points lost
2 14 10 ft. 2
in this fashion also reduce the creature’s maximum
3 16 15 ft. 3
hit points by the same amount. This reduction lasts
4 18 20 ft. 5
until the creature finishes a long rest.
5 20 25 ft. 7
A ‘Swarm’ component on
a trapped chest.
Trap Compendium 33
Trap Components
through magical means. Finally, the walls created by Dimensional Anchor (+4 cost): The walls block
this component are a great place to put additional magical travel, preventing characters from bypassing
traps, and can be manipulated by an Architect’s them with misty step, passwall, or other magic unless
component. This trap can create any number of the creature attempting succeeds on a Charisma
walls within the target area. The height of the walls saving throw against a DC of 11 + the component’s
cannot exceed 5 ft. per tier, as per the table. tier. This upgrade makes the component magical.
Walls created by this component have an AC of
14, and 15 hit points per tier of this component Web Component
for each 5 ft. section. They have resistance to non-
magical damage and immunity to psychic damage. TIER DEXTERITY SAVE DC COST
They are otherwise treated like normal objects. 1 12 2
When the wall is first created, a creature within
2 14 4
5 ft. of the wall may use their reaction to make a
3 16 6
Dexterity saving throw against the listed DC to
4 18 8
move to either side of the created wall.
Walls created in this fashion retract 1 minute after 5 20 11
34 Trap Compendium
Sample Traps
Sample Traps
Dark Blades Reducing the difficulty of this trap is difficult,
as it’s already pretty bare bones. You can reduce
TIER 1 COST 5 250 XP the area to 5 ft. by 5 ft., meaning it won’t hit the
MITIGATION Perception DC 15 Disarm DC 15 whole party anymore, but at that point, it’s a very
TRIGGER Physical Trigger (Cost 0) mild scare. If you do this, place it in a very narrow
TARGETS Fixed Targeting (Cost 0) corridor so it still feels threatening.
Upgrades: Precise Expansion (+1 Cost)
COMPONENTS Slashing—Tier 1 (Cost 1)
Darkness—Tier 1 (Cost 3) A Touch Of Madness
Description: Sometimes the best traps are simple. TIER 1 COST 6 300 XP
This trap does damage and creates an area of dark- MITIGATION Perception DC 15 Disarm DC 15
ness; what more do you need? For a low-level par- TRIGGER Physical Trigger (Cost 0)
ty, this is likely to be the scariest thing they’ve seen Upgrades: Hairpin Trigger (+3 Cost)
in a while. First they get hurt, then they can’t see! TARGETS Fixed Targeting (Cost 0)
COMPONENTS Madness—Tier 1 (Cost 3)
Game Notes: This trap, set in a 10 ft. by 10 ft.
corridor, is triggered by simple pressure plate. Description: A good trap doesn’t need to be
When activated, blades extend from the walls on complicated, it just needs to make things complicated.
either side of a 10 ft. square including the one This trap is very easy to set off, and is likely to hit
occupied by the triggering creature. All creatures the party’s rogue, a class not known for its good
in this space suffer an attack (+4 to hit), taking 5 Wisdom saving throws.
(1d8) slashing damage on a hit.
Additionally, the trap conjures a 10 ft. by 10 ft. area Game Notes: The creature triggering this trap
of darkness directly behind the triggering creature. must make a Wisdom saving throw against DC
This darkness lasts for 1 minute or until dispelled. 13 or suffer a random effect from the Short-Term
Madness table for 1d6 rounds.
Scaling Suggestions: Scaling this trap upward in When attempting to disable this trap, if the Thieves’
difficulty is easy. You can add more damage by Tools check fails by 5 or more, the trap activates,
upgrading the Slashing component, including targeting the creature attempting the check.
additional debilitating components such as
Disabling or Immobilizing, or even send a Swarm Scaling Suggestions: You can easily make this
component or Summoning component coming trap more dangerous by upgrading the Madness
out of the darkness at the group. component, but it’s more interesting to add
Trap Compendium 35
Sample Traps
additional magical targets so the trap might hit Scaling Suggestions: The Rolling Boulder
more than one party member even if they’re component has a lot of fun upgrades available.
standing back while the rogue works on the trap. Besides just adding damaging components to
You can also upgrade the Disarm DC so the it while it rolls or on impact, you can add an
Hairpin Trigger is more likely to be set off. Immobilizing component with the Adhesive
Removing the hairpin trigger is the best way to upgrade that will restrain anyone the boulder
tone down this trap, as if you remove the madness passes, then drag them along with it. If you’re
component… there isn’t a trap anymore. It’s only a making this trap very high level, consider adding a
Cost 6 trap, so if you’re toning it down you must be Compulsion component to the pedestal that forces
feeling very kind. whoever grabs the treasure to stand still and wait
for the boulder to crush them.
The only option for toning down this trap is to
Dr. Jones’ Dilemma reduce the tier of the rolling boulder to 1, but just like
the previous trap, you’re toning down a Cost 6 trap. It’s
TIER 1 COST 6 300 XP okay to beat up your players a bit, they’ll survive.
MITIGATION Perception DC 15 Disarm DC 15
TRIGGER Physical Trigger (Cost 0)
TARGETS Fixed Targeting (Cost 0) Poisoned Whispers
COMPONENTS Rolling Boulder—Tier 2 (Cost 6)
TIER 1 COST 6 300 XP
Description: A small treasure rests on a pedestal. MITIGATION Perception DC 15 Disarm DC 15
When removed, the trap activates, sending a TRIGGER Physical Trigger (Cost 0)
massive boulder down the corridor towards the TARGETS Fixed Targeting (Cost 0)
pedestal. You’ve probably seen this one before. COMPONENTS Gas—Tier 1 (Cost 2)
Upgrades: Poisonous Gas
Game Notes: When this trap is activated, a 10 (+0 Cost, additional cost below),
ft. diameter boulder begins rolling towards the Flammable (+2 Cost)
triggered location, moving at a speed of 40 ft. per Poison—Tier 1 (Cost 2)
round on initiative count 20 (losing ties).
If the boulder would enter a creature’s space, that Description: Another simple trap that pairs gas
creature may suffer 21 (6d6) bludgeoning damage and poison to make an unpleasant experience
and be knocked prone, mitigated by a Strength or for anyone of a poor Constitution. This is best
Dexterity check against DC 14. A successful Strength positioned to catch the back line of the party
check reduces the damage by half, prevents the during a fight, as they’re most likely to succumb
prone condition, and stops the boulder’s movement. to its toxins.
A successful Dexterity check negates the damage,
prevents the prone condition, and moves the creature Game Notes: The triggered creature is surrounded
out of the boulder’s path (if applicable). by a 5 ft. cloud of gas within their space. The cloud
is opaque and requires creatures first entering
it or beginning their turn within it to make a
Constitution saving throw against DC 11 or take
36 Trap Compendium
Sample Traps
4 (1d6) poison damage and become poisoned for Scaling Suggestions: One possible variant would be
1 minute. Affected creatures can repeat this saving to compel the triggering creature to step through
throw at the end of each of their turns, ending the the door, closing and holding it shut behind them.
Poisoned condition on a success. If this is the party’s barbarian, it’s likely to make
The gas is flammable, exploding on contact with things very difficult. If it’s the scrawny rogue, it’ll
open flame, which deals 7 (2d6) fire damage to be easy for them. You can also upgrade this trap to
creatures within the gas, which is then removed. compel the character to run away from the door,
making it even harder to get through.
Scaling Suggestions: The most obvious way to scale To make this trap easier, you can remove the
up this trap is to add some fire damage to ignite the Rearming upgrade. That’s about it, as there’s not
gas cloud. You could also go a different route and much else to the trap.
expand the area of the cloud, or place this trap in a
pit, either of which makes it harder to avoid.
To make this trap less dangerous, you can remove Lead Boots
the Flammable upgrade or the Poisonous Gas, but
not both. The Flammable upgrade has a chance to TIER 2 COST 10 750 XP
be a very surprising explosion if the person who MITIGATION Perception DC 15 Disarm DC 15
triggers the trap is carrying a torch, and depending TRIGGER Physical Trigger (Cost 0)
on your style, that may be good or bad. TARGETS Basic Targeting (Cost 0)
COMPONENTS Pit—Tier 2 (Cost 2)
Immobilizing—Tier 2 (Cost 2)
Amnesia Upgrades: Adhesive (+3 Cost)
Liquid—Tier 2 (Cost 3)
TIER 2 COST 9 675 XP
MITIGATION Perception DC 15 Disarm DC 15 Description: A pit with a twist, this one takes
TRIGGER Manual Trigger (Cost 0) anyone who falls into it and sticks them to the
Upgrades: Rearming (+5 Cost) ground, then dumps water on them. Characters
TARGETS Basic Targeting (Cost 0) with a low Strength will struggle to escape, and
COMPONENTS Compulsion—Tier 1 (Cost 4) someone may have to dive in and rescue them.
Description: This one is more for fun than a Game Notes: When this false floor is stepped on,
serious threat, but if you put it on the only exit of a it drops the offending character into a 20 ft. pit.
very dangerous room, that laughter may soon turn A creature may attempt a Dexterity saving throw
to tears. This trap makes a door hard to open. Very against DC 12 to catch the ledge, avoiding the fall.
hard. It compels whoever opens the door to push it When the creature strikes the bottom, it lands
closed again—before they’ve gone through it. prone, taking 7 (2d6) bludgeoning damage.
The creature must immediately attempt a
Game Notes: When a creature opens this door, the Strength saving throw against DC 12 to avoid
trap activates, compelling them to close it again becoming restrained, stuck to the floor of the pit.
unless they make a successful Wisdom saving A creature may use its action on its turn to make a
throw against DC 12. Whenever the door is closed,
the trap rearms.
Trap Compendium 37
Sample Traps
Strength ability check against the same DC, ending The Straw Army
the restrained effect on a success.
When the creature strikes the floor, the pit fills TIER 2 COST 10 750 XP
with 10 ft. of water in one round. MITIGATION Perception DC 15 Disarm DC 15
TRIGGER Manual Trigger (Cost 0)
Scaling Suggestions: Adding a Poison or Disease TARGETS Fixed Targeting (Cost 0)
component will make this pit much more difficult Upgrades: Bigger Area (+3 Cost)
to escape, and a Relocking Door upgrade on the pit COMPONENTS Illusion—Tier 3 (Cost 5)
itself can really make it a headache if the rogue is Upgrades: Smell (+1 Cost)
the one who gets stuck. Architect’s—Tier 1 (Cost 1)
Removing the Liquid component is enough to
make this trap less deadly, but it also removes most Description: This trap only works if it’s paired
of the fun factor. A good adjustment is to reduce with monsters. It conjures an illusion, designed to
the tier of the Immobilizing component, making it trick the party into moving in one direction, while
easier for a trapped character to escape. simultaneously opening a back door, allowing
the real threats to move in from the other side.
Without that other threat, this trap does very little.
38 Trap Compendium
Sample Traps
Simultaneously, the trap opens a side passageway +5 to hit and dealing 9 (2d8) slashing damage on a
in the nearby room, allowing the actual creatures hit. Because the scythe is invisible, it has advantage
to either escape or re-position. on all of these attacks.
Scaling Suggestions: Further additions depend Scaling Suggestions: Increasing the Slashing
on the use of the trap. If it’s intended to let the component damage is an easy way to make this
copied creatures escape, the trigger may lay down trap more dangerous, but you can also add a
a Disabling component to prevent the players from Poison or Disease component to the blade to delay
following. If offense if the goal, it may flood the trespassers, potentially allowing whoever was
corridor with an invisible Gas component. retreating to come back and attack them again.
It’s hard to reduce the threat of this trap, because Removing the Invisibility upgrade makes this
by itself, it’s not much of a threat at all. You could trap less dangerous, but also less interesting. Better
remove the Illusion component and just have it to lower the damage of the Slashing component if
open a secret door, which could still mess with the you want it to be more appropriate for lower level
party during a hectic battle. characters.
Trap Compendium 39
Sample Traps
Smashed Spiders.
40 Trap Compendium
Sample Traps
Scaling Suggestions: Increasing the area of this convince most adventurers to take anything more
trap greatly increases the odds that at least one than the shortest swim in unknown waters. This
creature will be afflicted with the murderous intent. trap solves that problem by creating the water and
The addition of a Price of Disobedience upgrade, summoning a very angry and very big octopus.
afflicting the disobeying character with a disease that
gives disadvantage on Wisdom saving throws, will Game Notes: When activated, this 10 ft. by 10 ft.
make them less likely to resist the Geas in the future. trapdoor drops all characters on it into a 20 ft. pit
(Dexterity saving throw DC 12 avoids). When the
Assassin Stone. creature lands (taking 2d6 damage as normal), the
bottom 10 ft. of the pit fill with water, and the trap
summons a Giant Octopus to assault the fallen
characters.
Trap Compendium 41
Sample Traps
A Sticky Situation.
42 Trap Compendium
Sample Traps
To make this trap easier while keeping its flair, Damage component if you want it to be more
simply decrease the tier of the Movement and of a direct threat, or just upgrade the Disabling
Immobilizing components. Sticking creatures to component to make it harder to resist. If you’re
the ceiling is the fun here, so you want to keep the feeling truly devious, you can make it rearming, but
Adhesive upgrade. that runs the risk of disabling the majority of the
party for most of the fight, and that’s not very fun.
Removing the Additional Target upgrade is a
Rigor Mortis good way to make this trap weaker, as that limits it
to a single character. You can remove the necrotic
TIER 3 COST 14 1,400 XP damage, but there’s little point, as that’s not the
MITIGATION Perception DC 18 Disarm DC 15 main threat of this trap.
Upgrades: Hard to Find (+2 Cost)
TRIGGER Physical Trigger (Cost 0)
TARGETS Basic Targeting (Cost 0) Quite an Entrance
Upgrades: Additional Target—
Magical Targeting (+3 Cost) TIER 3 COST 17 1,700 XP
COMPONENTS Magical Damage (Necrotic)— MITIGATION Perception DC 15 Disarm DC 15
Tier 1 (Cost 6) TRIGGER Magical Trigger (Cost 4)
Disabling—Tier 1 (Cost 3) Upgrades: Discerning Trigger (+4 Cost)
TARGETS Magical Targeting (Cost 2)
Description: This trap goes very well with a few COMPONENTS Alarm—Tier 2 (Cost 2)
monsters, as it isn’t much of a threat on its own. Energy Damage (Thunder) —
Paired with difficult adversaries, incapacitating Tier 2 (Cost 5)
two of the heroes for a round or two can be deadly.
Description: As soon as someone swings their fist
Game Notes: The triggering creature and nearest or their blade, or casts the wrong spell, this trap
creature within 30 ft. must succeed on a Wisdom goes off. A thunderous scream alerts everyone
saving throw (DC 11) or suffer 4 (1d6) necrotic nearby to what has happened, and the scream itself
damage and become incapacitated for 1 minute. batters and assails the triggering creature with
A successful save reduces the damage by half and thunder damage.
prevents the incapacitation.
Affected creatures may repeat their save at the Game Notes: When a creature in this room
end of each of their turns, ending the effect on a makes an attack against another creature, the trap
success. activates, magically targeting the attacking creature
with a booming scream.
Scaling Suggestions: Add extra targets to make this The scream wakes all creatures within 120 ft. of
trap a real problem for your players. Incapacitating the attacking creature. The attacking creature is
multiple characters at once is going to cause some targeted by the thunderous scream of the trap (+6
serious issues, especially if it disables the party’s to hit), taking 7 (2d6) thunder damage on a hit.
healer. You can also increase the tier of the Magical
Trap Compendium 43
Sample Traps
Scaling Suggestions: You can add a Disabling repeat this save at the end of each of their turns,
component to the trap, potentially incapacitating ending the effect on a success.
or stunning the triggering creature. You can also A moment later, a javelin hurls from a chamber
expand the area, targeting additional creatures in the wall towards the triggering creature (+8 to
near the one that set off the trap. The Discerning hit), dealing 14 (4d6) piercing damage on hit.
Trigger upgrade is already in place, and will prevent
friendly creatures from activating the trap. Scaling Suggestions: Making this trap more difficult
You can reduce or eliminate the thunder damage starts by making the poison more dangerous and
to scale down this trap, making it just a very harder to resist. You can also expand the trap’s
flavorful alarm. area, allowing it to potentially poison multiple
characters, then shoot javelins at all of them.
To make it easier, consider removing the javelin
Knightsbane and just using this trap alongside some monsters.
While that’s certainly more dangerous than the trap
TIER 3 COST 19 1,900 XP by itself, it’s not going to suddenly blast a character
MITIGATION Perception DC 15 Disarm DC 15 with an average of 28 damage out of nowhere, and
TRIGGER Physical Trigger (Cost 0) it gives the victim a chance to retreat or call for
TARGETS Basic Targeting (Cost 0) healing before they take damage.
COMPONENTS Upgrades: Magical Mechanisms
(+2 Cost)
Poison—Tier 2 (Cost 3) Technical Knockout
Upgrades: Knightsbane Poison
(+6 Cost) TIER 3 COST 19 1,900 XP
Piercing—Tier 3 (Cost 8) MITIGATION Perception DC 15 Disarm DC 15
TRIGGER Physical Trigger (Cost 0)
Description: The tricky thing about fighters and TARGETS Fixed Targeting (Cost 0)
other durable warriors is that they’re hard to hit COMPONENTS Upgrades: Knockback (+3 Cost)
and hard to hurt. This trap, named after the poison Bludgeoning—Tier 3 (Cost 8)
it applies, aims to correct that. It starts with a Disabling—Tier 3 (Cost 8)
poison, which carries with it vulnerability to most
types of physical damage. Then a big javelin shoots Description: This trap looks simple: a big piece
at them to take advantage of their new weakness. of the floor swings up to hit someone in the face,
but it’s coupled with some magic that provides a
Game Notes: A spray of contact poison on the knockout punch even if the target avoids getting
triggering character followed by a propelled javelin. hit by a ton of bricks.
The affected character must made a Constitution
saving throw against DC 12 or suffer 7 (2d6) poison Game Notes: A spring-loaded slate of floor lifts
damage and be poisoned for 1 minute. While so from the ground towards the triggering creature,
poisoned, the creature is vulnerable to piercing, making an attack (+5 to hit), dealing 22 (4d10)
bludgeoning and slashing damage. A creature may bludgeoning damage on hit.
44 Trap Compendium
Sample Traps
The creature (regardless of the hit or miss) must arrows, all of which miss the character. Using an
make a Wisdom saving throw against DC 14 or be action to make an Intelligence (Investigation) check
incapacitated for 1 minute. Affected creatures may against DC 17 identifies the arrows as illusory. On
repeat the save at the end of each of their turns, that creature’s next turn, the trap activates a second
ending the effect on a success. time, firing a stream of arrows at the creature (+8
If the creature is either struck by the bludgeon or to hit), dealing 14 (4d6) damage on a hit. If the
fails their save, they are knocked 10 ft. away, falling creature failed its previous Investigation check, the
prone. trap makes this attack with advantage.
Scaling Suggestions: Upgrading the Disabling Scaling Suggestions: The addition of a second
component to stun or paralyze the creature Delayed Activation upgrade with another Piercing
makes this trap much more dangerous, especially Tier 3 component attacks the same character on
if the Disabling component activates before the their next turn. You can also increase the size of
bludgeoning part of the trap. the targeting area, allowing this trap to hit multiple
To make this trap milder, just reduce the tier of creatures.
both components. It doesn’t need any fancy tricks, To make it less dangerous, reduce the strength
and removing either one makes the trap much less of the arrows or remove the Sound upgrade from
interesting. the Illusion. Clever players may notice the arrows
don’t make noise, giving them advantage on their
Investigation check to realize the illusory nature of
False Alarm the first barrage.
Trap Compendium 45
Sample Traps
Scaling Suggestions: Ramping up the Healing and Description: Take the classic shell game, where
Antimagic components will make this trap more a shell is hidden under three identical cups and
effective, but you should also consider tweaking shuffled around, then replace the shell with a poor
the trigger command. If you make it a telepathic adventurer and the cups with snare traps that
trigger rather than verbal, it will be much more conjure illusions to make it appear their victim is
reliable and much harder for the players to figure in three places at once.
out what’s going on. You might also make this trap
continuous, so that every creature can benefit from Game Notes: When this trap activates, the creature
it every round, but that’s going to drag the fight out must succeed on a DC 16 Dexterity saving throw
quite a bit. to avoid being snared and pulled to the ground in
There are two good ways to make this trap a space adjacent to the snare.
less dangerous. First is removing the Antimagic At the same time, two illusions of the character
component, keeping this as just a healing trap. (similarly snared) fall into spaces adjacent to the
The second option is to remove the Healing trigger location. These illusions mirror any actions
component and the Rearming upgrade, and the snared character makes, including visual and
increase the Antimagic component to Tier 2. This auditory components. A creature may spend its
makes the trap a single-use emergency dispel for a action to make an Intelligence (Investigation) check
villain to use if they find themselves locked down against DC 15 to identify that the illusions are such.
by an unpleasant spell. You may want to give this
a more subtle trigger than calling for help, perhaps Scaling Suggestions: The addition of the Suffocating
activating automatically if the villain fails a saving upgrade to the snare increases the danger this
throw against a spell. trap poses by itself. Replacing one of the Illusion
components with a Movement component will
entrap and move the character, with the illusion
mirroring the movement and snaring effects. If
you really want to mess with the players, make the
46 Trap Compendium
Sample Traps
Movement component a Teleporting one, and have Scaling Suggestions: To make this trap more
it remove the player from the room completely, dangerous, add another debilitating effect to the
summoning three illusions instead of just two. darkness. Choking gas is a great choice, because
To make this trap less dangerous, conjure only it will make anyone in the darkness have to hold
one illusion instead of two. You can reduce the their breath, preventing them from casting spells
tier of the Immobilizing component to make it or calling out for help.
less likely to grab someone, but most of the danger Making it less of a challenge is somewhat tricky,
from this trap comes from the creatures you pair it because there’s not a lot to take away. You could
with, not the trap itself. remove the darkness, but it’s better and more
interesting to remove the Alarm component. How
will the party’s rogue react to being suddenly
Blinding Bell immersed in darkness? They might make enough
noise to act as an alarm all by themselves.
TIER 3 COST 20 2,000 XP
MITIGATION Perception DC 15 Disarm DC 15
TRIGGER Magical Trigger (Cost 4) Razor Webs
Upgrades: Discerning Trigger (+4 Cost)
TARGETS Basic Targeting (Cost 0) TIER 3 COST 21 2,100 XP
Upgrades: Bigger Area (+3 Cost) MITIGATION Perception DC 15 Disarm DC 15
COMPONENTS Alarm—Tier 2 (Cost 2) TRIGGER Magical Trigger (Cost 4)
Darkness—Tier 1 (Cost 3) Upgrades: Discerning Trigger (+4 Cost),
Upgrades: Swirling Fog (+4 Cost) Rearming (+5 Cost)
TARGETS Basic Targeting (Cost 0)
Description: A twist on the basic alarm trap, this COMPONENTS Web—Tier 2 (Cost 4)
one specifically guards against unknown intruders. Piercing—Tier 2 (Cost 4)
In addition to ringing the alarm bell, it also casts
magical darkness on the intruder, blocking even Description: Webs make easy targets, and darts
Truesight and Devil’s Sight. It also has a giant bell, like easy targets. This trap leverages the piercing
but that’s just for style. component’s high accuracy to deal reliable damage
to a target that isn’t going anywhere.
Game Notes: A magical sensor in this room
detects the presence of new creatures entering the Game Notes: When the magical sensor detects
room. If a new creature enters the room, the trap a creature within 60 ft. that is not restrained
activates unless the creature isn’t detectable with (passive Perception 18), the trap activates, firing
an 18 passive Perception. a sticky blob of webbing to that creature’s space.
If the trap detects a creature, an alarm goes off, The creature must make a Dexterity saving throw
alerting all creatures within 120 ft. of the triggering against DC 14 or become restrained in their space.
creature. At the same time, a 15 ft. cube of magical A creature so restrained may use its action to make
darkness appears on the triggering creature. The a Strength check against the same DC to escape.
darkness swirls with fog, blocking Truesight and
Devil’s Sight within its area.
Trap Compendium 47
Sample Traps
The trap then fires a dart at the creature (+6 to succeed on a DC 13 Wisdom saving throw or gain
hit), dealing 7 (2d6) piercing damage on a hit. one short-term madness effect for 1d6 rounds.
The trap rearms each turn on the initiative Immediately following this, all creatures allied
count just before the triggering creature until it is with the trap within the area are healed for 5
disabled or destroyed. (1d8) hit points and gain the benefits of a lesser
restoration spell, curing them of their madness
Scaling Suggestions: You can make this trap much or the poisoned, blinded, diseased, deafened, or
more dangerous by replacing the Piercing component paralyzed conditions. The trap rearms on initiative
with fire damage. This will burn the webbing away, count 20.
dealing bonus damage, then when the trap rearms
and activates again, it will create more webbing. Scaling Suggestions: You can make this trap more
Reducing the tier of the Piercing damage difficult by upgrading the Healing component,
component is the best way to reduce the challenge and by adding other components that aren’t
of this trap. You can also lower the tier of the Web going to affect the trapmaker’s allies. Pits are a
component, as that will make it easier to avoid the good choice, as the defenders know their location
entire trap. and can avoid them, while intruders are likely to
blunder into them.
To make this trap less dangerous, eliminate the
Mad-gical Healing Rearming upgrade. It will trigger once, potentially
driving some of the party members insane, then
TIER 4 COST 23 2,760 XP they’ll have a chance to deal with it before it hits
MITIGATION Perception DC 15 Disarm DC 18 them again. This is a substantial reduction to the
Upgrades: Hard to Disarm (+2 Cost) trap’s threat.
TRIGGER Physical Trigger (Cost 0)
Upgrades: Trapped Room (+2 Cost),
Rearming (+5 Cost) Living Webs
TARGETS Basic Targeting (Cost 0)
Upgrades: Bigger Area (+3 Cost) TIER 4 COST 23 2,760 XP
COMPONENTS Madness—Tier 1 (Cost 3) MITIGATION Perception DC 18 Disarm DC 18
Healing—Tier 1 (Cost 3) Upgrades: Hard to Find (+2 Cost)
Upgrades: Lesser Restoration (+5 cost) Hard to Disarm (+2 Cost)
TRIGGER Physical Trigger (Cost 0)
Description: This trap shows off how well TARGETS Basic Targeting (Cost 0)
the healing component can work to make an Upgrades: Bigger Area x2 (+6 Cost)
encounter much more challenging. It debilitates COMPONENTS Web—Tier 3 (Cost 6)
the players while bolstering their foes, and that’s a Swarm—Tier 3 (Cost 5)
dangerous combination by any measure. Upgrades: Snakes (+2 Cost)
Game Notes: Whenever this trap is triggered, all Description: Webs and spiders are a common
creatures within 5 ft. of the triggering creature must sight, but what about webs and snakes? It may
48 Trap Compendium
Sample Traps
Living Webs.
not make a lot of sense in nature, but in a magical Additionally, the trap creates a swarm of
trap set by a maniacal overlord, why not? Few poisonous snakes within the webbed area.
things are worse than being restrained and bitten Creatures in the initial effect area, or those
by something you can’t reach, and this trap does entering or ending their turn within the area must
exactly that. Webs capture the party, poisonous make a Constitution saving throw (DC 16) or
snakes bite at their ankles. It’s a bad time for become poisoned for 1 minute and take 21 (6d6)
everyone. Except the snakes. poison damage. A creature may repeat this saving
throw at the beginning of each of their subsequent
Game Notes: When this trap triggers, webs turns, ending the effect on a success.
explode in all directions, coating a 25 ft. cube
centered on the trigger point. Creatures in the Scaling Suggestions: The webs are already hard
area must make a Dexterity saving throw against to avoid, but adding the Flame Resistant upgrade
DC 18 or become restrained. Restrained creatures will prevent them from being easily burned away.
may use their action to make a Strength check Increasing the tier of the Swarm component will
against DC 18 to free themselves. make characters more likely to be poisoned, which
Trap Compendium 49
Sample Traps
gives them disadvantage on all ability checks, making Reducing the area this trap targets makes it
escape very difficult. less dangerous, as does reducing the tier of the
You can make this trap easier by reducing the tier of Slashing component. Leave the Slowing upgrade;
both components, or removing the Snakes upgrade it’s a large part of what makes this trap unique.
from the Swarm component. Without the snakes,
this trap just imposes the poisoned condition. This
makes escaping the webs much harder, but unless The Siege Winner
there are other monsters attacking the players, they
aren’t in much danger. TIER 4 COST 25 3,000 XP
MITIGATION Perception DC 15 Disarm DC 15
TRIGGER Physical Trigger (Cost 0)
Shredding Shrapnel TARGETS Basic Targeting (Cost 0)
COMPONENTS Rolling Boulder—Tier 2 (Cost 6)
TIER 4 COST 23 2,760 XP Upgrades: Rolling Component
MITIGATION Perception DC 15 Disarm DC 15 (Energy Damage) (+3 Cost,
TRIGGER Physical Trigger (Cost 0) additional cost below);
TARGETS Basic Targeting (Cost 0) Impact Component (Energy
Upgrades: Bigger Area x2 (+6 Cost) Damage) (+0 Cost, additional
COMPONENTS Upgrades: Slowing (+4 Cost) cost below)
Slashing—Tier 4 (Cost 13) Energy Damage—Tier 2 (Cost 5)
Upgrades: Saving Throw (+3 Cost)
Description: Getting hit with slashing blades is Energy Damage—Tier 2 (Cost 5)
pretty common in a dungeon, but these are specially Upgrades: Saving Throw (+3 Cost)
aimed to leave a lasting impression. Getting hit by
this trap slows down affected creatures, making Description: Maybe you already used Dr. Jones’
them easy prey for an ambush, or for more traps. Dilemma, but you really love a good rolling
boulder trap. How about a rolling boulder that
Game Notes: When this trap triggers, an explosion spews fire and explodes on impact? This trap is
of shrapnel targets all creatures within 10 ft. of sure to make a big impression on your players,
the triggering creature. The trap attacks all such and it works incredibly well as an actual siege
creatures (+9 to hit), dealing 27 (6d8) slashing weapon unleashed at something they’re trying to
damage on a hit. Creatures hit by the trap find defend. Brave characters can stop the boulder with
their movement speed reduced by 10 ft. for 1 a successful Strength saving throw, but that’s going
minute or until they receive magical healing. to make it explode on them. How selfless are they?
Scaling Suggestions: Making this trap rearming Game Notes: The boulder is 10 ft. in diameter and
makes it notably more dangerous for minimal rolls forward at a speed of 40 ft. per turn. When it
cost increase. Each time the trap strikes, it may enters a creature’s space, that creature can choose
reduce the speed of creatures more and more, to a to make either a Dexterity or Strength saving
minimum of 0 ft. throw against a DC of 14. Failure on either save
50 Trap Compendium
Sample Traps
Trap Compendium 51
Sample Traps
Making this trap easier is a little tricky. You can the hat could start attacking its wearer up to a few
reduce the tier of the components, lowering their minutes later (possibly during a fight).
saving throw DCs, but anything more than that To reduce the challenge here, remove the
severely cuts down on the trap’s power. Removing Suffocating Snare upgrade and reduce the tiers of
the Rearming upgrade, for example, makes the trap the Compulsion and Immobilizing components.
a surprise and an annoyance, but not a true threat.
Tiny’s Friend
Dangerous Fashion
TIER 4 COST 27 3,240 XP
TIER 4 COST 27 3,240 XP MITIGATION Perception DC 15 Disarm DC 15
MITIGATION Perception DC 18 Disarm DC 15 TRIGGER Magical Trigger (Cost 4)
Upgrades: Hard to Find (+2 cost) Upgrades: Discerning Trigger (+4 Cost),
TRIGGER Magical Trigger (Cost 4) Hairpin Trigger (+3 Cost)
TARGETS Basic Targeting (Cost 0) TARGETS Basic Targeting (Cost 0)
COMPONENTS Compulsion—Tier 2 (Cost 7) COMPONENTS Pit—Tier 5 (Cost 8)
Immobilizing —Tier 3 (Cost 4) Liquid—Tier 2 (Cost 3)
Upgrades: Suffocating Snare (+10 Cost) Upgrades: Acid Bath (+5 Cost)
Description: This trap turns curiosity into peril Description: This 40 ft. tall elevator functions
with an obvious trap that’s not easy to avoid once normally until more than 200 lbs. step into it.
triggered. Putting this hat in the middle of an When this happens, the elevator raises to its
encounter with creatures who are immune to charm maximum height, then opens its floor and drops
effects is sure to make things very interesting. all within 50 ft. down the elevator chute below, into
a rapidly-filling pool of acid. The Hairpin Trigger
Game Notes: The first creature within 60 ft. of this upgrade means any attempt to disarm the trap
simple hat is affected by the trap, compelling the risks setting it off.
creature to put the hat on (Wisdom saving throw
DC 14 resists this effect). When the hat is put Game Notes: This trap has a Hairpin Trigger
on and fastened about the head, tendrils extend upgrade, meaning if a disarm attempt fails by 5
from the hat towards the creature’s feet, requiring or more, the trap activates immediately. Creatures
a Dexterity saving throw against DC 14. A failed that ride all the way to the top of the trap before
saving throw restrains them, and requires a it activates have nowhere to go when the floor
Constitution saving throw at the beginning of each drops out beneath them, and automatically fail
round to avoid suffocation (DC 14). their Dexterity saving throws to avoid the fall. If
the elevator floor drops out while there is room to
Scaling Suggestions: The addition of a Darkness escape, all creatures on the elevator must make a
or Gas component here makes finding the choking Dexterity saving throw (DC 18) to leap to safety,
character very difficult. Adding the Delayed avoiding the fall. A failed save causes 17 (5d6)
Activation upgrade to the choking portion means bludgeoning damage.
52 Trap Compendium
Sample Traps
When the trap activates, the pit below fills with Removing the Liquid component entirely will
10 ft. of acid. Immersion in the acid deals 14 (4d6) lower the damage substantially, and make the
acid damage to any creature that starts its turn consequences of staying down there much less
within. severe. You can also tweak the trigger to make it
easier to set off, meaning it will go off as soon as
Scaling Suggestions: Changing the acid out for one character steps on it, instead of potentially
lava is a quick way to make this trap much less catching more than one.
pleasant. You can also add an Immobilizing
component or Greased Walls upgrade to the pit,
making it harder for characters to escape once
they’re in trouble. Finally, consider a Sphere
of Annihilation component for the ultimate in
adventurer discouragement.
Tiny’s Friend.
Trap Compendium 53
Sample Traps
54 Trap Compendium
Sample Traps
Trap Compendium 55
Sample Traps
56 Trap Compendium
Sample Traps
Safe Haven.
Trap Compendium 57
Sample Traps
in will soon feel very lucky indeed as the pit door Mindless Surrender
shuts and re-locks, and the corridor above it fills
with flammable, choking gas. TIER 5 COST 33 4,620 XP
MITIGATION Perception DC 21 Disarm DC 18
Game Notes: If a Thieves’ Tools check to dis- Upgrades: Hard to Find (+2 Cost)
arm this trap fails by 5 or more, the trap triggers. Hard to Disarm (+2 Cost)
When triggered, this trap drops everyone in a 10 TRIGGER Magical Trigger (Cost 4)
ft. square centered on the trigger into a 30 ft. deep TARGETS Basic Targeting (Cost 0)
pit (Dexterity saving throw DC 14 avoids the fall), Upgrades: Additional Target—
locking the trap door above them. The small pit is Magical Targeting (+3 Cost),
airtight, but requires a Thieves’ Tools check (DC Additional Target—Magical Targeting
18) to unlock. (+3 Cost)
Immediately after this, the room above fills COMPONENTS Immobilizing—Tier 4 (Cost 6)
with a flammable, opaque gas. The gas lasts for 5 Upgrades: Adhesive (+3 Cost)
minutes . When it comes in contact with an open Compulsion—Tier 3 (Cost 10)
flame, the gaseous area explodes, dealing 10d6
damage (Dexterity saving throw, DC 16 for half). Description: Perfect for the megalomaniacal
While within the gas, creatures are silenced and villain’s lair, this trap forces intruders to sit down
can’t speak or cast spells with verbal components. and disarm themselves, ready to be subjected to
Creatures in the area must hold their breath or a monologue that will undoubtedly explain the
begin suffocating. villain’s plan in sufficient detail for the heroes to
stop it just in the nick of time.
Scaling Suggestions: The addition of a continuous
fire trap element in the bottom of the pit makes Game Notes: When a creature detected with a
a difficult decision for the characters—does the passive Perception of 18 moves within 60 ft. of the
fallen character get roasted, or open the pit, magical sensor, the trap activates, targeting that
igniting the gas outside? creature and the nearest two creatures within 30
To scale this trap down, remove the Choking ft. of the initial target.
upgrade to the gas. This allows characters to cast Targeted creatures must succeed at a Wisdom
spells normally, potentially using gust of wind or saving throw (DC 16) or be subject to the
similar effects to deal with the toxic fumes before suggestion, “Throw away everything you’re
freeing their companions. holding and sit on the floor.” Creatures failing
their saving throw fling all items in-hand 30 ft.
from their position and sit on the floor (prone).
Regardless of the success or failure of the
compulsion, the creatures must then make
Strength saving throws against DC 14 or become
restrained. A creature compelled to sit makes this
save with Disadvantage.
58 Trap Compendium
Sample Traps
Creatures save against whichever effects they be used to teleport a monster around the room,
are affected by at the end of their turns, ending the moving it adjacent to the triggering creature (the
effects individually on successes. exact nature of which is up to how you configure
the Discerning Targeting upgrade).
Scaling Suggestions: You can make this trap more The second use would be to target a character
dangerous by adding a Movement component that at the end of the triggering character’s turn, then
takes the disarmed character’s equipment away move that character adjacent to a dangerous
from them. It might slide it across the room, but monster within the room. In this case, the
if you’re feeling truly malicious, it will teleport character would be afforded a Wisdom saving
it into another room entirely. Or perhaps into a throw (DC 14) to resist the effect.
massive vault at the back of the villain’s lair.
To make this easier, you might reduce the tier Scaling Suggestions: A simple adjustment here
of the Compulsion component or the number would be to replace the Movement component
of targets. But what’s the point of monologuing with a Summoning component, removing the
without a captive audience? monster associated with this trap. In this case,
the trap would re-summon a new monster each
time the trap was triggered, placing the monster
Monstrous Stalker at the location of the corresponding triggering
creature. Such a trap would be very difficult to
TIER 5 COST 35 4,900 XP bypass, almost certainly requiring it to be disabled
MITIGATION Perception DC 15 Disarm DC 18 before the party can pass through the area safely.
Upgrades: Hard to Disarm (+2 Cost) You can also make this trap more difficult by
TRIGGER Magical Trigger (Cost 4) adding… Even more traps. Have a separate one
Upgrades: Rearming (+5 Cost) teleport adventurers into very unpleasant spots, or
TARGETS Magical Targeting (Cost 2) generally into the line of fire.
Upgrades: Longer Range (+1 Cost), While it’s easiest to adjust the monsters used
Discerning Targeting (+8 Cost) alongside this trap, you can also tweak the trap itself
COMPONENTS Movement—Tier 3 (Cost 5) and reduce the tier of the Movement component.
Upgrades: Teleporting (+8 Cost) This lowers the distance it can teleport creatures,
making it easier to deal with.
Description: Being pushed around is never fun.
Except when you’re a monster, and the push is a
teleportation effect that moves you next to juicy
prey. This trap moves monsters around, helping
them engage and attack the targets they want to
get at while avoiding tough, durable characters
wearing heavy armor who usually get in the way.
Trap Compendium 59
Sample Traps
60 Trap Compendium
Sample Traps
Scaling Suggestions: Add a Movement component likelihood of determination that it’s fake), while
to push characters into the water or toward the the stalker moves to engage spellcasters first.
sphere for a really bad time. You can also add an
Immobilizing component, which will not only Scaling Suggestions: To make this trap more
make them easy prey for the sphere, but also add difficult, increase the tier of the Summoning
the risk of drowning. Finally, considering adding a component and summon something more
Gas component above the water, to make going up dangerous.
for breath a risky decision. If you really want your To reduce the challenge, lower the tier of the
players to hate you, replace the water with acid. Summoning component to conjure less dangerous
To make this trap less dangerous, make the foes, or remove the Sound upgrade to the illusion
sphere visible. It’ll still be a threat, moving through to make it easier for the trick to be discovered.
the water toward slow swimmers, but it won’t be
quite the surprise an invisible sphere is.
Wizard’s Coughin’
Invisible Foe TIER 6 COST 43 6,880 XP
MITIGATION Perception DC 21 Disarm DC 15
TIER 6 COST 41 6,560 XP Upgrades: Hard to Find x2 (+4 Cost)
MITIGATION Perception DC 18 Disarm DC 18 TRIGGER Magical Trigger (Cost 4)
Upgrades: Hard to Find (+2 Cost) Upgrades: Discerning Trigger (+4 Cost)
Hard to Disarm (+2 Cost) TARGETS Basic Targeting (Cost 0)
TRIGGER Magical Trigger (Cost 4) Upgrades: Bigger Area (+3 Cost)
TARGETS Fixed Targeting (Cost 0) COMPONENTS Upgrades: Delayed Activation (+3 Cost)
COMPONENTS Summoning—Tier 5 (Cost 26) Wall—Tier 2 (Cost 2)
Illusion—Tier 3 (Cost 5) Antimagic—Tier 3 (Cost 8)
Upgrades: Sound (+2 Cost) Upgrades: Antimagic Zone (+8 Cost)
Gas—Tier 1 (Cost 2)
Description: Misdirection is a fun tactic, and this Upgrades: Choking Gas (+5 Cost)
trap embraces it. It conjures a decoy illusion of a
specter while summoning an actual monster, an Description: An arcane scroll, a crystal ball, or a
invisible stalker, to attack the party while they’re book of spells. All of these items are tempting bait
distracted. Pair it with a conjurer villain for perfect for a spellcaster. And once they touch it, they are
synergy. in for a very bad time. Walls of stone rise up out
of nowhere, a limited antimagic field encompasses
Game Notes: When the magical sensor detects a them, and choking gas fills the area.
creature within 60 ft. with its passive Perception
of 18, the trap activates. An illusion of a specter Game Notes: This trap only triggers when a
appears in the center of the room, while an wizard, sorcerer, bard, or warlock activates it.
Invisible Stalker is summoned. The specter flies out When activated, the trap raises a series of walls in
of reach of the players’ melee attacks (to reduce the a 15 ft. cube centered on the triggering creature.
Trap Compendium 61
Sample Traps
Creatures within 5 ft. of a wall may attempt a Scaling Suggestions: While a 2nd-level antimagic
Dexterity saving throw to move to the opposite zone prevents the casting of movement spells like
side of a rising wall. The walls are 2 inches thick misty step, increasing the tier of this component
and have 30 hit points per 5 ft. section. prevents even more useful escape spells. If
As this happens, the 15 ft. by 15 ft. area is covered you want to make this trap really nasty, add a
in an antimagic field ending spells of 2nd level or continuous counterspell component; the captive
lower within its area and preventing the casting of character had better hope their companions get
spells of 2nd level or lower within the area. them out quickly.
Finally, the area rapidly fills with a choking gas. You can tone down this trap by removing the
Creatures in the area that do not begin holding Antimagic component, the Choking Gas upgrade,
their breath begin to suffocate on their turn. or both. For a low level party, trapping the wizard
This prevents the casting of spells with verbal in a block of stone can be highly effective and
components. memorable without threatening to kill off a brand
new character.
Don’t Jump.
62 Trap Compendium
Sample Traps
64 Trap Compendium
Sample Traps
Game Notes: The 10 ft. by 70 ft. bridge here contains pit with caustic fumes that steadily burn more and
swinging logs at each 5ft. interval. Creatures more, taking down even the toughest hero in just a
entering the area are attacked (+6 to hit; 33 (6d10) few rounds. And worse still, if the trap is destroyed
bludgeoning damage on hit). A struck creature is or disarmed, it reactivates in 1 minute.
pushed 20 ft. off one side of the bridge.
Game Notes: When this pit trap activates (by stepping
Scaling Suggestions: Adding flying creatures can re- on the concealed trapdoor), the creature must make
ally make this trap nasty, especially if those flying a Dexterity saving throw against DC 20 or fall into a
creatures can restrain, stun, or otherwise make the shallow 10 ft. pit, taking 1d6 damage. The trapdoor
party easier targets for the giant logs. Whatever you immediately relocks above the character.
put under the bridge will also strongly affect how dif- An acidic mist fills the pit, dealing 7 (2d6) acid
ficult this trap is, as it’s the difference between falling damage to the trapped character when the trap
into a bottomless pit and never being seen again, or activates. A Dexterity saving throw against DC
just taking a bunch of damage and hitting your head. 14 reduces this damage by half. At the beginning
You can reduce the tier of the Bludgeoning of each of the trapped character’s turns, if they
component to lower the logs’ attack bonus, making failed their saving throw against the acid, they
them less likely to hit, or you can tweak whatever must repeat it at the start of their turn, taking a
the penalty is for falling off; perhaps it’s just a mild cumulative 7 (2d6) acid damage for each failed
inconvenience, a drop into some mud or waist- Dexterity saving throw they have made to avoid
deep water. the trap’s effects. A successful saving throw resets
this damage to zero.
If the trap is destroyed or disarmed, it repairs
The Melting Pot and rearms within 1 minute.
Trap Compendium 65
Sample Traps
Arrow Gauntlet.
Arrow Gauntlet
marching across an exposed and open space,
TIER 6 COST 47 7,520 XP paired with some kind of adversary who can take
MITIGATION Perception DC 15 Disarm DC 15 advantage of this, or just a time limit that makes
TRIGGER Physical Trigger (Cost 0) them consider running full tilt through the arrows.
Upgrades: Trapped Room (+2 Cost)
TARGETS Basic Targeting (Cost 0) Game Notes: Each floor panel in this 35 ft. by 35 ft.
Upgrades: Discerning Targeting (+8 Cost) room is keyed to the trap, activating a continuous
Bigger Area x3 (+9 Cost) barrage of arrows from slits on the walls around
COMPONENTS Upgrades: Continuous (+15 Cost) the room. A randomly-moving 10 ft. by 10 ft. area
Piercing—Tier 4 (Cost 13) of safety patrols the room slowly, where arrows
from all sides don’t fire.
Description: A hall of arrow launchers is nothing Creatures moving into a space or ending their
new, but this trap is designed to encourage slow turn where arrows are firing suffer an attack (+10
and steady progress with a steadily-moving safe to hit, 21 (6d6) piercing damage).
zone. The goal, of course, is to get the party slowly
66 Trap Compendium
Sample Traps
Scaling Suggestions: As Discerning Targeting can want to really put this trap to good use, stick it in
trigger off of any condition you wish to set, you the middle of a crowded area full of NPCs. It can
can make the pattern of the safe zone as forgiving make a great “cursed item” dropped in the king’s
and easy to follow or as frustrating as you like. banquet, with your players struggling to remove
It can be a steady progress across the room, or it it while fighting off its effects and crazed victims.
can jump around with only a moment’s notice
before it changes position. Additionally, include Game Notes: When the magical sensor detects a
creatures with ranged attacks in this room (with the creature within 60 ft. (passive Perception 18), the
Discerning Targeting upgrade set to never target trap activates. If an attempt to disarm the trap
them with arrows) to make this a more challenging fails by 5 or more, the trap activates, targeting the
encounter. disarming creature.
An alternate would be to have this trap rearm, When activated, the trap selects the triggering
rather than fire continuously, placing the safe zone creature and the closest three creatures within
algorithmically at each rearm. 60 ft. of the triggering creature. Each of these
selected creatures must make a Wisdom saving
throw against DC 19 or gain the following short-
Murderer’s Orgy term madness effect for 4d6 rounds: the character
must use his or her action each round to attack the
TIER 6 COST 51 8,160 XP nearest creature. An affected creature may repeat
MITIGATION Perception DC 18 Disarm DC 18 its save at the end of each of its subsequent turns,
Upgrades: Hard to Find (+2 Cost), ending the effect on a success.
Hard to Disarm (+2 Cost) The trap rearms the next round on the initiative
TRIGGER Magical Trigger (Cost 4) just prior to the trigger creature’s initiative count.
Upgrades: Rearming (+5 Cost),
Hairpin Trigger (+3 Cost) Scaling Suggestions: Adding an additional target
TARGETS Basic Targeting (Cost 0) will make this trap more of a challenge, but the
Upgrades: Additional Target (Magical best way to make it an awful situation is to give it
Targeting, Longer Range—Cost 4), the Continuous upgrade. Then it will affect every
Additional Target (Magical Targeting, creature within 60 ft., and become incredibly
Longer Range—Cost 4), Additional difficult to approach safely.
Target (Magical Targeting, Longer To make this trap less of a challenge, lower the
Range—Cost 4) tier of the Madness component and either reduce
COMPONENTS Madness—Tier 4 (Cost 15) the number of targets, or remove the Rearming
Upgrades: Controlled Insanity upgrade.
(+8 Cost)
Trap Compendium 67
Sample Traps
The Black Ball by the 20 ft. diameter sphere at the end of their turn
are afforded no saving throw and take maximum
TIER 7 COST 54 9,720 XP damage (80).
MITIGATION Perception DC 15 Disarm DC 15
TRIGGER Physical Trigger (Cost 0) Scaling Suggestions: There’s not much to scale up
Upgrades: Trapped Room (+2 Cost) here except to raise the tier of both components.
TARGETS Basic Targeting (Cost 0) But you would only do that if you really wanted
Upgrades: Additional Target x4 to murder your players. And you don’t want to do
(Magical Targeting, +3 Cost each, that, right? Right?
+12 Cost total) To make this trap less lethal, you can remove
COMPONENTS Sphere of Annihilation— the Adhesive and Knockdown upgrades from the
Tier 4 (Cost 22) Immobilizing component, making it easier for the
Upgrades: Hunting Sphere (+5 Cost) players to avoid the roaming sphere. You can also
Immobilizing— Tier 5 (Cost 9) tone down the sphere, but not too much or the trap
Upgrades: Knockdown (+1 Cost) loses its coolest feature.
Adhesive (+3 Cost)
68 Trap Compendium
Sample Traps
Game Notes: When a creature steps before this The Storm Swarm
glowing door, a sigil pulses with energy, forcing
the triggering creature to make a Charisma saving TIER 7 COST 60 10,800 XP
throw against DC 17 to avoid being affected by a MITIGATION Perception DC 24 Disarm DC 15
Geas effect. The affected character gains the bond, Upgrades: Hard to Find x3 (+6 Cost)
“I will do anything in my power to get closer to the TRIGGER Physical Trigger (Cost 0)
sky” for 2 weeks. A dispel magic, lesser restoration, TARGETS Basic Targeting (Cost 0)
break enchantment, or more powerful magic will Upgrades: Bigger Area x2 (+6 Cost)
end this effect early. COMPONENTS Swarm—Tier 5 (Cost 12)
When compelled to take action that follows Upgrades: Leeches (+3 Cost),
this bond, a character may resist the effect with Tenacious (+3 Cost),
another Charisma saving throw against DC 17. A Wasps (+5 Cost),
success removes the bond for 1 minute. A failed Web-weavers (+5 Cost)
save prevents the afflicted character from resisting Energy Damage (Lightning)—
the bond for the next ten minutes. Tier 3 (Cost 10)
When a character under the Geas successfully Energy Damage (Thunder)—
saves to resist the bond compulsion, they must Tier 3 (Cost 10)
make a Strength saving throw against DC 22
or be flung 90 ft. into the air—stopping if their Description: In a burst of lightning and a clap
movement would be interrupted. of thunder, the space around you is filled with
buzzing monstrosities! They are, without a doubt,
Scaling Suggestions: Making this trap more the most hideous creatures you have ever seen.
dangerous is a simple matter of increasing the
tier of the initial effect, and expanding the target Game Notes: The area within 10 ft. of the triggering
area. If your whole party gets cursed in this way, space is subjected to an attack (+8 to hit), dealing
however, you may be in for a very slow session as 14 (4d6) thunder damage and 14 (4d6) lightning
they all try to climb the nearest tall object. damage on hit. The area is then completely covered
To lower the difficulty of this trap, reduce the in flying bloodsucking insects, each trailing
strength of the Telekinetic upgrade. You don’t streams of webbing. The area is treated as difficult
want to lower the tier of the Geas effect because terrain.
without it, there is no trap. Creatures affected by the trap or starting their
turn within the area must make a Constitution
saving throw against DC 20 (made with
disadvantage) or become poisoned. Creatures so
poisoned reduce their hit points and maximum hit
points by 5 at the beginning of each of their turns
and are restrained. A creature regains these lost hit
points at the end of its next long rest.
A creature failing any save against the swarm
continues to be affected by the swarm at the
Trap Compendium 69
Sample Traps
beginning of each of its turns unless it leaves Game Notes: When this trap activates, an
the swarm’s space and spends it action to make explosion of radiant energy strikes the triggering
a Constitution saving throw against DC 20. A character, dealing 21 (6d6) damage and pushing
successful save ends the swarm’s effect on that the triggering creature 30 ft. away from the
creature. trigger. A Constitution saving throw against DC
16 reduces this damage to half and prevents the
Scaling Suggestions: This trap is at the upper limits forced movement.
of what you should be throwing at your players, When triggered, this trap rearms on the next
but if you really want to make it more dangerous, round at the initiative count before the triggering
you can add a Disabling component that will keep creature.
them stuck in the swarm for longer. If a creature fails a Thieves’ Tools check to disarm
Reducing the challenge of this trap is fairly this trap, the trap activates, targeting that creature.
straightforward; there’s a lot going on here. You If this trap is disarmed or destroyed, it repairs and
can start by taking a few upgrades away from the reactivates at the end of that creature’s next turn,
Swarm component, then move on to reducing giving a very small window to get whatever this
the initial damage from the Energy Damage trap is guarding before it fires up again.
components. Combining these options will make
the trap quite a bit less dangerous. Scaling Suggestions: If you need to, you can
ramp up the damage this trap deals, or increase
the Disarm DC even further, making it almost
The Thiefbreaker impossible to crack open.
To make this trap less dangerous, start by
TIER 7 COST 62 11,160 XP reducing the damage, then consider reducing the
MITIGATION Perception DC 15 Disarm DC 27 threshold for Hairpin Trigger, so it’s less likely to
Upgrades: Hard to Disarm x4 go off on a failed attempt at disarming it.
(+8 Cost), Rapid Repairing (+8 Cost)
TRIGGER Physical Trigger (Cost 0)
Upgrades: Hairpin Trigger x3 (+9 Cost).
Rearming (+5 Cost)
TARGETS Basic Targeting (Cost 0)
COMPONENTS Upgrades: Knockback x3 (+9 Cost)
Magical Damage (Radiant)
—Tier 4 (Cost 23)
70 Trap Compendium