TEXT: Scorch Plate  
                                                                                   
  Simple Mechanical Trap 
  A pressure plate in the floor with a small metal nozzle 
  which shoots up a searing flame as soon as a creature steps 
  on it.  
   
  Trap Info 
  Detail
  Description
  Trigger
  Pressure plate
  Area
  5ft. cube
  Duration 1d4 minutes
  Save
  Dexterity (DC 14)
  Effects
  2d6 Fire Damage  
  (half damage on save)
  DetaileD information 
  Trigger. A 3ft. by 3ft. metal plate which sinks down up to 
  2 inches when a medium or larger creature steps onto it. As 
  the plate lowers a leather reservoir of flammable liquid is 
  compressed, expelled through an nozzle and ignited by a 
  small spark. 
   
  Effects. A 5ft. flame shoots up and burns the creature that 
  triggered the trap. The creature has to make a Dexterity 
  saving throw (DC 14). On a failed save they take 2d6 Fire 
  damage. On a successful save they take half damage. When 
  a creature steps off the plate the flame is extinguished.  
  As long as there is sufficient weight on the plate the flame 
  will remain to burn for 1d4 minutes.
  You try to locate the source of the flame and find a 
  leather reservoir under the pressure plate. Using your 
  blade you cut it open. Causing it to deflate and empty.
  SPotting anD DiSarming
  A perceptive creature may spot the pressure plate in the 
  ground. They could also notice the ash and scorch marks 
  and maybe a smell of smoke in the room the trap is in. 
  Use the following phases and ability checks to determine 
  successes or failures. 
   
  DIsarm Info 
  Phase
  Ability Check
  Detection
  Perception (DC 11)
  Analysis
  Investigation (DC 15)
  Solution
  Sleight of Hand (DC 15)
  A successful Analysis lowers the Solution DC by 3
  Solution (Sleight of Hand). read the following text when 
  a character successfully disarms the trap using a Sleight of 
  Hand check. 
  other countermeaSureS
  There are other methods of disabling the trap. Use the 
  Analysis or Solution DC’s to determine whether a creature 
  can discern these methods. 
  Intelligence. Otherwise destroying the workings of the 
  trap. For example by freezing the flammable liquid or 
  covering the nozzle.
   
  Wisdom. Putting sufficient (non-flammable) weight 
  on the pressure plate causes it to exhaust the trap in 1d4 
  minutes.
  Bonus Action
  Traps
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Bonus Action/Trap - Scorch Plate.pdf