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Traps dmg 5e
Traps dmg 5e













traps dmg 5e

The purpose of the circle is deduced with a successful DC 18 Intelligence ( Arcana) check.

traps dmg 5e

There’s no limit on the circle’s size horrific tales of lairs being encircled are told over campfires. The trap is triggered as soon as a creature enters a magic circle, which can be inscribed on the wall or ceiling, or even woven into a carpet or limned on a cavern floor. The fiend collects a second sacrifice-whoever triggered the trap-and is freed of its debt to the caster. A powerful caster binds a fiend, which is summoned to a specific site when a trigger occurs. Infernal ConvocationĪn infernal convocation is a way to use a conjuration in a trap. The effect lasts until the creature finishes a long rest or is targeted by greater restoration or similar magic. A creature takes the same psychic damage each round it listens to the piping plugging one’s ears reduces the damage by half. On a failed save, the creature’s Intelligence and Charisma are decreased by 1d6 each. When this occurs, each creature within 10 feet takes 7 (2d6) psychic damage and must make a DC 12 Intelligence saving throw. Touching a trapped chest or object, or the door of a trapped room, triggers the trap. Attempts to physically disarm the trap by tampering with the pipes or bellows trigger its music and effects immediately. Once they are found, a successful DC 17 Intelligence ( Arcana) check identifies the trap and the correct method of disarming it: a dispel magic spell (DC 17), which deactivates it for 1 hour.

#TRAPS DMG 5E SERIES#

The functional components (a series of small silver pipes, like a pan pipe, and a small set of magically animated bellows) can be found with a successful DC 12 Intelligence ( Investigation) check. The only outward sign of the trap is a series of skewed star-like symbols engraved into the trapped room, chest, or object. The trap’s insidious nature allows it to be hidden inside a chest, behind a tapestry, or even within a bell or among rafters. This auditory trap uses otherworldly piping to transform its listeners into addlepated imbeciles. An affected creature takes an additional 3 (1d6) cold damage at the end of its turn, and can repeat the saving throw, ending the effect on itself on a success. While affected, a creature must use its action to attack the nearest other creature.

traps dmg 5e

On a failed check, the creature is swept under, taking 3 (1d6) cold damage, and it must make a successful DC 12 Wisdom saving throw or be filled with murderous anger that can be slaked only by attacking any creature within reach. Swimming across the water to the other side of the moat without incident requires a successful DC 14 Strength ( Athletics) check. The enchantment can be detected by a successful DC 14 Intelligence ( Arcana) check. This trap is placed in a water-filled moat or ditch that is laced with enchantments to drive enemies into an incandescent, all-consuming rage. Wizards of northern tribes fight alongside their berserker brethren, intimately aware of the awful power, and strategic limitations, of a warrior in the thrall of mindless wrath. The pressure plate is detected with a successful DC 16 Wisdom ( Perception) check, and it can be disarmed with a successful DC 14 Dexterity check using thieves’ tools.įailing this check by 4 or more activates the trap. On a check that beats the DC by 4 or more, the character recalls that the substance is highly combustible. Creatures covered in the soot have disadvantage on the saving throw.Ī successful DC 14 Intelligence ( Arcana) check identifies the soot as fire elemental residue. On the following round, a flame fills the same 10-foot square and lasts for 2 rounds, dealing 14 (4d6) fire damage, or half as much damage on a successful DC 14 Dexterity saving throw. When this trap is triggered by stepping on a pressure plate, opaque smoke fills a 10-foot square for 2 rounds atop the plate, leaving a thin film of soot on everything within the square when it dissipates. The caress of Cthugha is patient, volatile, and the basis of a trap that evokers find appealing.















Traps dmg 5e