TEXT:  
   
   
   
   
  5 Minute Workday  
  Presents: 
   
  TRAPS 
   
   
   
   
   
   
   
  An assortment of new traps to challenge players in your 5th Edition game 
   
  by “JESTER” DAVID GIBSON 
   
   
   
   
   
  
   
   
   
   
   
   
  5 Minute Workday  
  Presents: Traps 
   
   
  Written by “Jester” David Gibson 
  Edited by Erick Allen 
   
   
   
  5 Minute Workday webcomic and blog: 
   
  5mwd.com 
   
  New comics Tuesday & Thursday 
   
   
   
   
   
   
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission 
  under the Community Content Agreement for Dungeon Masters Guild. 
   
  5 Minute Workday Presents: Traps ©2016, David Gibson and 5 Minute Workday Publishing, and published under the Community 
  Content Agreement for Dungeon Masters Guild. 
   
   ISBN: 978-0-9937524-5-2 
   
   
   
  
   
  1 
  Traps 
  Here are new traps for use in your 5th Edition game, 
  using the format as seen in the Dungeon Master’s Guide. 
  Arrow Launcher 
  Mechanical Trap 
  When a creature steps on this trap's hidden pressure 
  plate, a barrage of arrows releas from launchers hidden 
  in the surrounding walls. Larger chambers might include 
  multiple pressure plates, each connected to its own set of 
  launchers. 
  A successful DC 13 Wisdom (Perception) check 
  locates the pressure plate. The small holes in the walls 
  are often concealed by vines or cobwebs, or obfuscated 
  by carvings or gaps in the masonry and require a DC 15 
  check to find. Wedging an iron spike or other object 
  under the pressure plate prevents the trap from 
  activating, while plugging or sealing the holes prevents 
  the arrows from firing. 
  The trap activates when more than 30 pounds of 
  weight is placed on the pressure plate, releasing six 
  arrows. Each arrow makes a ranged attack with a +5 
  bonus against a random target within 30 feet of the 
  pressure plate. Being obscured or hidden offers no 
  benefit against this attack. If there are no targets within 
  range, the arrows don't hit anything. A target hit by an 
  arrow takes 4 (1d8) piercing damage. Arrow launchers 
  typically hold enough ammunition for four or five 
  barrages, after which they run out of arrows and the trap 
  must be reloaded. 
  Blinding Burst 
  Magical Trap 
  When a creature steps on the hidden pressure plate the 
  nearby walls flare with a suddenly magical brilliance.  
  The lack of wear on the stone or absence of tracks reveals 
  the pressure plate with a DC 15 Intelligence 
  (Investigation) check. A spell or other effect that can 
  sense the presence of magic, such as detect magic, reveals 
  an aura of evocation magic along the wall.  
  Wedging an object like an iron spike under the 
  pressure plate prevents the trap from triggering. A 
  successful dispel magic (DC 13) cast in the area also 
  destroys the trap. 
  The trap activates when more than 10 pounds of 
  weight is placed on the pressure plate, causing the walls 
  to emit a dazzling light for a moment. Each creature 
  within 60 feet of the walls and who can see the walls 
  must succeed on a DC 13 Constitution saving throw or 
  be blinded for 1 minute. A creature blinded by this trap 
  makes another Constitution saving throw at the end of 
  each of its turns. On a successful save, it is no longer 
  blinded. 
  Crushing Walls 
  Mechanical Trap 
  The walls of this chamber slide inward, crushing 
  everything between their surfaces into a messy paste.  
  A DC 12 Intelligence (Investigation) check notices 
  telltale scrape marks along the walls and thin line of 
  debris in the middle of the room, while a DC 15 check 
  spots the pressure plate. Wedging an object like an iron 
  spike under the pressure plate prevents the trap from 
  triggering. 
  When activated, the wall make an initiative roll with 
  a +4 bonus. If there are multiple sliding walls, they all act 
  the same initiative. Creatures within 5 feet a wall when it 
  move with the wall. When the walls are 5 feet apart, 
  creatures between the walls taking 11 (2d10) 
  bludgeoning damage, and are considered squeezing. 
  When the walls move less than 5 feet apart, all creatures 
  between the walls immediately take 22 (4d10) 
  bludgeoning damage. This damage is repeated when a 
  creature starts their turn between the walls. After 1 
  minute the trap resets and the walls begin moving away 
  from each other.  
  As an action, a creature within 5 feet of the wall can 
  attempt to push on the wall to stop it moving with a DC 
  14 Strength check. On a success, the wall does not move 
  during its next turn. If a creature succeeds on this check 
  by 5 or more they manage to shove the wall back 5 feet.  
  Some versions of this trap have a switch or other 
  mechanics that resets the trap. Finding the hidden switch 
  requires a DC 14 Wisdom (Perception) check.  
  Chamber. This version of the trap activates when 
  more than 20 pounds of weight is placed on the pressure 
  plate, triggering the walls. However, some variants of this 
  trap activate when a chamber door is incorrectly opened, 
  triggered by turning a handle in the wrong direction or 
  not pushing a hidden button.  
  Every round on its initiative, a wall moves 5 feet. 
  When the trap activates, the doors to the chamber 
  automatically lock. A character can pick a typical lock 
  with a successful DC 14 Dexterity check that requires 
  thieves' tools and proficiency in their use. The door can 
  also be forced open with a with a successful DC 16 
  Strength check. 
  Hallway. The trap activates when more than 20 
  pounds of weight is placed on the pressure plate, 
  triggering the walls. Some versions of this trap employ a 
  tripwire instead of a pressure plate.  
  Every other round each wall moves 5 feet. 
  Additionally, when this trap is triggered, metal 
  portcullises fall from the ceiling, blocking off the 
  corridor. Creatures underneath a portcullis must succeed 
  
   
  2 
  a DC 12 Dexterity saving throw or be struck by the 
  falling grate, taking 9 (2d8) piercing damage. Creatures 
  escaping from a falling portcullis end up on random side. 
  Lifting a portcullis requires a DC 14 Strength check. 
  Spikes. This variant can be constructed in either a 
  chamber or hallway, and adds rows of retractable spikes 
  to the shifting walls. These spikes slide out of concealed 
  holes when the trap is triggered, and these holes can be 
  noticed with a DC 12 Wisdom (Perception) check. 
  When pushed or crushed by a spiked wall, creatures 
  must make a DC 12 Dexterity saving throw, taking 11 
  (2d10) piercing damage on a failed saving throw, or half 
  as much damage on a successful save.  
  Darkmist Cloud 
  Magical Trap 
  A thick fog of utter black is released when this trap’s 
  pressure plate is stepped upon.  
  Spotting the pressure plate is a DC 14 check, 
  identified by the indentations of magical runes across its 
  surface. A spell or other effect that can sense the 
  presence of magic, such as detect magic, reveals an aura of 
  conjuration magic centered on the pressure plate. 
  Wedging an iron spike or similar object under the 
  pressure plate prevents the trap from triggering. A 
  successful dispel magic (DC 14) cast on the floor destroys 
  the trap. 
  The trap activates when more than 30 pounds of 
  weight is placed on the pressure plate, causing cloud of 
  necrotic gas to fill the area, centered on the pressure 
  plate, or another point within 15 feet chosen when the 
  trap was designed. The cloud spreads around corners. 
  Each creature that enters or starts its turn in the cloud 
  takes 14 (4d6) necrotic damage and are blinded. 
  Creatures remain blinded upon exiting the cloud, as the 
  blackness clings to their eyes. At the end of each turn, 
  blinded creatures can make a DC 14 Constitution saving 
  throw, ending the effect on a success. The cloud lingers 
  in the area for 10 minutes, or until dispersed by a strong 
  wind.  
  Exploding Chest 
  Magical Trap 
  More than mundane locks protect the contents of this 
  chest. When carelessly opened it explodes in a blast of 
  fire or toxic gas. The chest might require a special key or 
  the lock to be opened in a particular way. 
  A successful DC 15 Intelligence (Investigation) can 
  deduce the presence of the trap through the design of 
  the lock or arcane sigils on the surface of the chest.  A 
  spell or other effect that can sense the presence of magic, 
  such as detect magic, reveals an aura of evocation magic 
  along the wall. A successful dispel magic (DC 13) cast in 
  the area destroys the trap, while the trigger can be 
  bypassed with a DC 14 Dexterity check using thieves’ 
  tools. 
  Gas. When the trap triggers a cloud of gas fills a 15-
  foot sphere. The cloud spreads around corners and 
  remains for 10 minutes or until a strong breeze disperses 
  it. When a creature enters the cloud or starts their turn 
  their, they must make on a DC 13 Constitution saving 
  throw, taking 17 (5d6) poison damage on a failure or 
  half as much damage on a successful saving throw. 
  Fire. When the trap triggers the chest erupts in a 
  blast of fire. Each creature within 10 feet of the chest 
  must make a DC 14 Dexterity saving throw. On a failure 
  the creature takes 14 (4d6) fire damage, or half as much 
  damage on a success.   
  Explosive Gas 
  Mechanical Trap 
  The dip in this sloping tunnel is filled with a dangerous 
  but invisible gas that violently explodes if exposed to an 
  open flame. The gas is heavier-than-air, and the tunnel is 
  designed to concentrate the gas.  
  The tunnel slopes downward then levels out for 30 
  feet before rising again. The subtle presence of the gas 
  can be detected with a DC 16 Wisdom (Perception) 
  check to notice a subtle shifting of the air or faint odour 
  of the gas.  
  If a torch, lantern, or other flame is brought into the 
  tunnel the gas ignites, filling the entire 30-foot stretch of 
  tunnel with fire that that also extends out an additional 
  10 feet. All creatures in the area must make a DC 16 
  Dexterity saving throw, taking 44 (8d10) fire damage on 
  a failure, or half as much damage on a successful save.   
  Triggered. A variant of this trap doesn't reply on 
  explorers bringing their own flame, and uses a tripwire 
  that produces a spark. The tripwire is 3 inches off the 
  ground and stretches between the walls. The DC to spot 
  the thin tripwire is 14. A successful DC 15 Dexterity 
  check using thieves' tools disables the tripwire 
  harmlessly. On a failed check, the trap triggers. A 
  character without thieves' tools can attempt this check 
  using an edged weapon or tool but have disadvantage. 
  
   
  3 
  Falling Cage 
  Mechanical Trap 
  Triggering the hidden pressure plate releases a concealed 
  cage. The cage is typically a heavy freestanding cage that 
  falls from the ceiling, but variants exist where walls swing 
  down to form the cage, or the bars emerge from the 
  floor. 
  With a successful DC 14 Intelligence (Investigation) 
  check a character can detect the hidden pressure plate. A 
  DC 15 Wisdom (perception) check notices the concealed 
  cage overhead. Wedging an object like an iron spike 
  under the pressure plate prevents the trap from being 
  triggered. 
  When 30 or more pounds of pressure is placed on 
  this pressure plate the trap is activated, and creatures in 
  the 10-foot-square underneath the cage must succeed on 
  a DC 13 Dexterity saving throw or become trapped by 
  the falling cage.  Cage typically have AC 18 and 40 hit 
  points. Some cages have doors that can be opened with a 
  DC 15 Dexterity check using thieves' tools. Freestanding 
  cages can be lifted or knocked over with a DC 20 
  Strength check. The bars can be bent with a DC 18 
  Strength check, allowing a Small creature to wriggle out, 
  or a Medium creature to squeeze through with a DC 13 
  Dexterity check. 
  Variants of this trap that are favoured in vaults 
  replace the pressure plate on the floor with one on a 
  pedestal triggered when the object is lifted off the 
  pedestal. 
  False Door 
  Mechanical Trap 
  When the latch for this heavy iron door is turned, the 
  spring-loaded false door swings down, slamming into the 
  floor with crushing force.  
  Damage to the floor beneath the door can be easily 
  detected but the cause is not readily apparent, requiring 
  a DC 14 Intelligence (Investigation) check, noticing signs 
  of damage to the door, the false nature of the door's 
  hinges, or lack of airflow through the false doorway.  
  When attempts are made to open the door the trap is 
  triggered and the metal door pivots down. Each creature 
  within 10 feet of the door must make a DC 13 Dexterity 
  saving throw. On a failure, the creature takes 19 (3d12) 
  bludgeoning damage and is knocked prone, or half as 
  much damage on a success.  
  Flooding Chamber 
  Mechanical Trap 
  This trap is activated by a pressure plate, which opens a 
  valve that floods the chamber.  
  A successful DC 16 check allows a character to notice 
  the pressure plate through the undisturbed dust overtop. 
  The shifting stonework that moves to open the 
  floodgates in the ceiling and the drains in the floor can 
  be located with a DC 14 Wisdom (Perception) check. 
  Wedging an object like an iron spike under the pressure 
  plate or into the floodgates prevents the trap from being 
  triggered. Hidden drains in the floor can also be located 
  with a DC 13 Wisdom (Perception) check. 
  The trap activates when more than 20 pounds of 
  weight is placed on the pressure plate, opening the 
  floodgates and releasing the contents of the connected 
  tanks into the chamber. The chamber fills in 3 rounds 
  and remains flooded for 5 minutes before beginning to 
  empty through drains in the floor, which takes another 3 
  rounds. The drains can be manually opened early with a 
  successful DC 15 Dexterity check requiring thieves' tools 
  and proficiency in their use. 
  Acid. Corrosive liquid rushes into the specially 
  designed chamber, built to resist its effects. When the 
  acid reaches a creature or a creature starts its turn in the 
  acid it takes 13 (3d8) acid damage. Creature reduced to 0 
  hit points by the acid are completely dissolved.  
  Gas. Acrid green gas flows into the room, quickly 
  sinking to the ground. Each time a living creature starts 
  its turn in the gas, it must make DC 12 Constitution 
  saving throw, taking 9 (2d8) poison damage on a failure, 
  or half as much on a success. 
  Sand. The chamber rapidly fills with loose sand. One 
  rounds after the chamber begins to fill, each creature in 
  the trapped area must succeed on a DC 13 Strength 
  saving throw or become restrained while in the sand. As 
  an action, a creature can choose to repeat the saving 
  throw, removing the restrained condition on a success. If 
  this saving throw fails by 5 or more the creature takes 9 
  (2d8) bludgeoning damage. After two rounds all 
  creatures in the trap are blinded while in the sand and 
  cannot breathe.  
  Water. Stagnant water pours into chamber. During 
  the three rounds that the chamber fills, creatures in the 
  trapped area can make a DC 10 Strength (Athletics) 
  check to tread water, allowing a few last breaths before 
  the chamber completely fills with water. Creatures that 
  ingest the fetid water might be required to make a saving 
  throw against disease. 
  
   
  4 
  Freezing Jets 
  Magical Trap 
  Elemental energy is unleashed when this pressure plate is 
  stepped upon, entombing the unfortunate creature in a 
  block of solid ice.  
  It is a DC 13 check to spot the pressure plate, 
  identified by the faint magical runes etched across its 
  surface. A spell or other effect that can sense the 
  presence of magic, such as detect magic, reveals an aura of 
  evocation magic throughout the chamber. Wedging an 
  iron spike or similar object under the pressure plate 
  prevents the trap from triggering. A successful dispel 
  magic (DC 14) cast on the floor destroys the trap. 
  The trap activates when more than 30 pounds of 
  weight is placed on the pressure plate, causing a torrent 
  of prenatural cold to fill the area. Each creature within 
  15 feet of the pressure plate must make a DC 13 
  Dexterity saving throw. On a failure, the creature takes 
  21 (6d6) cold damage, or half as much damage on a 
  successful save. All creatures within 5 feet of the pressure 
  plate must also succeed a DC 15 Strength saving throw 
  or become encased in a shell of solid ice. While inside 
  the ice, the creature is restrained. The ice can be 
  shattered with a DC 17 Strength check, or the ice can 
  broken off the creature. The ice block has 20 hit points, 
  AC 13, and is immune to cold damage but vulnerable to 
  fire.  
  Gravity Reversal 
  Magical Trap 
  This trap is activated with a hidden pressure plate. When 
  20 or more pounds is placed on the pressure plate, the 
  magic effect triggers.  
  A DC 15 Wisdom (Perception) or Intelligence 
  (Investigation) check is required to spot the enchanted 
  pressure plate. Wedging an object like an iron spike 
  under the pressure plate prevents the trap from being 
  triggered. A spell or other effect that can sense the 
  presence of magic, such as detect magic, reveals an aura of 
  transmutation magic in the area. A successful dispel magic 
  (DC 16) cast in the area destroys the trap. 
  The trap targets a 40-foot radius, 50-foot high 
  cylinder centered either in the middle of the chamber or 
  on the pressure plate. This trap is typically built into a 
  room designed to accommodate the effect, with a high 
  ceiling and smooth walls. Each creature in the area falls 
  upward, taking falling damage normally. Creatures at the 
  edge of the effect can make a DC 15 Dexterity saving 
  throw, moving out of the area on as success. The effect 
  lasts for 1 minute before ending.  
  Spikes. The ceilings in this variant of the gravity 
  reversal trap are covered in sharp spikes or jagged ridges. 
  Creatures that take falling damage from the trap also 
  take an additional 9 (2d8) piercing damage from the 
  spikes. 
  Hidden Blades 
  Mechanical Trap 
  Walking atop this trap's pressure plate causes deadly 
  spinning or swinging blades to spring forth from the 
  walls.  
  A DC 14 Wisdom (Perception check) will notice the  
  gaps in the wall for the blades, which are often hidden as 
  gaps between bricks or natural crevices. Examining the 
  floor and succeeding on a DC 13 Intelligence 
  (Investigation) check will reveal the pressure plate 
  through the absence of footprints or wear. Wedging an 
  iron spike or other object under the pressure plate 
  prevents the trap from activating. 
  When 20 pounds or more is placed on the pressure 
  plate, the blades are released from the wall, swinging 
  through the trapped area. Each blade targets two random 
  creatures that are within 20 feet of the pressure plate but 
  no more than 10 feet apart. The blades makes an attack 
  roll with a +6 bonus against each target, dealing 16 
  (3d10) slashing damage on a hit. Being obscured or 
  hidden offers no benefit against this attack. Once the 
  trap has been triggered, it resets automatically after one 
  round. 
  Kobolds are fond of this trap and uses a variant with 
  blades that swing above their heads. The blades only 
  target Medium-sized or larger creatures.  
  Necromantic Skull 
  Magical Trap 
  Black-violent energy streaks forth from this skull, 
  draining the life from all those it touches. The magic of 
  the skull triggers automatically when a living creature 
  approaches within 15 feet of the skull.  
  The unholy energy of the skull is dormant until it 
  triggers, but a successful DC 17 Wisdom (Perception) 
  check feels the tingle of hair along the back of the neck 
  standing on end. A spell or other effect that can sense 
  the presence of magic, such as detect magic, reveals an 
  aura of necromancy magic on the skull. A successful 
  dispel magic (DC 16) cast on the skull destroys the trap. 
  When the skull activates beams of enervating energy 
  stream from its eye sockets. The skull rolls for initiative 
  with a +2 bonus. On its turn, 1d6 beams target random 
  creatures within 30 feet. Each beam makes an attack roll 
  with a +9 bonus, dealing 16 (3d10) necrotic damage on a 
  
   
  5 
  hit. The skull continues to emit beams for 5 rounds, 
  after which it deactivates. Once it has been triggered, the 
  skull resets automatically after the next sunset. 
  Pits 
  Mechanical Trap 
  Four additional pit traps are presented here, expanding 
  on the rules found in the Dungeon Master’s Guide. 
  Acid. This pit trap is a simple, hidden, or locking pit 
  trap partially filled with acid. A creature falling into the 
  pit only takes half as much damage from the fall but also 
  takes 9 (2d8) acid damage. A creature that remains in the 
  acid takes an additional 9 (2d8) acid damage at the start 
  of each of its turns. The flesh of creatures reduced to 0 
  hit points by the acid dissolves into a thick sludge leaving 
  rubbery bones behind. 
  Conflagration. The base of this pit is filled with 
  burning oil or magical fire. Creatures that fall into the 
  pit take 7 (2d6) fire damage, and an additional 7 (2d6) 
  fire damage when they start their turn in the fire.  
  Separating Floor. This complicated variant of a pit 
  trap is triggered by a pressure plate or tripwire. When 
  triggered, the floor splits and slides into recesses in the 
  wall.  The gap widens by 5 feet each round. Creatures in 
  the affected area when it starts moving must succeed on 
  a DC 10 Dexterity saving throw or be knocked prone by 
  the sudden motion.  
  Tar. This pit trap is a simple, hidden, or locking pit 
  trap half filled with viscous tar. A creature that falls into 
  the pit takes half damage as much damage from the fall, 
  but must succeed on a DC 16 Strength saving throw or 
  be restrained. At the start of each of its turns, a creature 
  in the tar must make a DC 8 Strength (Athletics) check 
  to avoid sinking. On a failure, the creature sinks 5 feet 
  down into the tar. While fully submerged in the tar, the 
  creature is blinded. While on the surface of the tar, as an 
  action the restrained creature can repeat the saving 
  throw, pulling themselves free on a success. Once a 
  creature has sunk into the tar, they must be pulled free. 
  Another creature can pull a trapped creature free with a 
  DC 12 Strength check. After being removed from the 
  tar, the creature has vulnerability to fire damage until 
  they complete a short or long rest or otherwise clean 
  themselves of the tar. 
  Vermin. This pit trap can be a simple, hidden, or 
  locking pit trap. The pit is filled with an assortment of 
  different vermin including spiders, centipedes, scorpions, 
  and assorted insects. Creatures that fall into the pit treat 
  the fall as if it were 10 feet shallower. The vermin swarm 
  rolls for initiative with a +2 bonus. On its turn, the 
  swarm deals 9 (2d8) piercing damage to all creatures 
  sharing its space. The swarm uses the statistics of a 
  swarm of insects but does not move from the pit or 
  pursue prey.  
  Some pits are filled with poisonous vermin. 
  Creatures injured by the swarm must succeed on a DC 
  12 Constitution saving throw or take 5 (1d10) poison 
  damage. 
  Water Filled. This trap is a locking pit trap filled 
  with water. Creatures that fall into the pit do not take 
  falling damage. However, when a living creature falls into 
  the pit, they must succeed on a DC 12 Dexterity saving 
  throw to catch their breath before they hit the water. On 
  a failure, the creature was unable to inhale before being 
  submerged and begins suffocating as if it had run out of 
  breath.  
  Pool of False Healing 
  Magical Trap 
  The water of this spring issues endlessly, sparkling 
  slightly as it bubbles from the font. The crystal clear 
  liquid is cool to the touch and smells faintly of lilies, but 
  hides a magical danger.  
  The water appears natural to mundane examination, 
  although its slight sheen suggests magic. Spells similar 
  effects that can sense the presence of magic, such as detect 
  magic, reveals an aura of necromancy magic on the water. 
  A successful dispel magic (DC 15) cast on the pool renders 
  the magic inert for 24-hours. 
  Creatures that sip lightly from the pool or dip an 
  injured limb into its waters regain 2 (1d4) hit points. 
  Drinking deeply or bathing in the pool restores 12 (3d8) 
  hit points, but also reduces the creature’s maximum hit 
  points equal to the hit points restored. Creatures 
  affected by this reduction are unware of the loss until 
  they fall unconscious. Creatures whose hit point 
  maximum is reduced to 0 falls unconscious and cannot 
  be awoken until their hit point maximum is above 0. 
  After each long rest, an affected creature can make a DC 
  14 Constitution saving throw. On a success, the effect 
  ends and they regain their lost hit points.  
  Water removed from the pool retains its magic for 
  12-hours before becoming mundane and quite stagnant 
  water.  
  Retracting Spikes 
  Mechanical Trap 
  A hidden pressure plate activates a series of spring-loaded 
  spikes hidden inside the floor or walls.  
  The subtle signs of the pressure plate can be spotted 
  with a DC 13 Intelligence (Investigation) check. The 
  spikes’ holes are hidden in the gaps between bricks and 
  
   
  6 
  often obscured with dust or loose sediment, but can be 
  found with a successful DC 15 Wisdom (Perception) 
  check. Wedging an object like an iron spike under the 
  pressure plate prevents the trap from being triggered. 
  Plugging the holes is ineffective at stopping the spikes 
  from releasing, but a heavy object or shield placed over 
  the holes can block the spikes. 
  When 30 or more pounds of weight is placed on the 
  pressure plate, the hidden spikes violently extend from 
  the walls or floor before retracting back into their hidden 
  crevices. Each creature within 5 feet of the trapped 
  surface must make a DC 16 Dexterity saving throw. On a 
  failure, the creature takes 21 (6d6) piercing damage, or 
  half as much damage on a success. Once the trap has 
  been triggered, it takes a full round to reset. 
  Spears. A variation of the trap replaced the short 
  spikes with longer spears hidden in the walls that are 
  able to strike distant targets at the cost of power. When 
  the trap is triggered each creature within 10 feet of the 
  trapped surface must make a DC 16 Dexterity saving 
  throw. On a failure, the creature takes 17 (5d6) piercing 
  damage, or half as much damage on a success. 
  Shocking Floor 
  Magical Trap 
  When this trap is triggered the floor of the chamber arcs 
  with lightning. Typically triggered by one or more 
  pressure plates that are either hidden or part of a pattern 
  in the floor.   
  The DC is 12 Intelligence (Investigation) check to 
  locate a pressure plate. It is also possible to detect the 
  odor left by the lightning with a DC 15 Wisdom 
  (Perception) check. A spell or other effect that can sense 
  the presence of magic, such as detect magic, reveals an 
  aura of evocation magic throughout the chamber. 
  Wedging an iron spike or similar object under the 
  pressure plate prevents the trap from triggering. A 
  successful dispel magic (DC 12) cast on the floor destroys 
  the trap. 
  The trap activates when more than 20 pounds of 
  weight is placed on the pressure plate, causing bolts of 
  lightning to cracking across the floor. Each creature in 
  affected spaces must make a DC 14 Dexterity saving 
  throw, taking 21 (6d6) lightning damage on a failed save, 
  or half as much damage on a successful one. 
  The trap typically targets the entire room or a sizable 
  section of a large chamber, such as a 20-foot radius 
  centered on the pressure plate. However, some variants 
  only target specific sections of the floor, leaving safe areas 
  where creatures can stand unharmed. 
  Slick Floor 
  Mechanical or magical Trap 
  An obscured pressure plate causes the floor of the 
  trapped area to become slick. Mechanical variants cause 
  an oily liquid to issue from hidden vents, while magical 
  traps instead generate a sheet of mirrored ice.  
  The pressure plate can be detected with a DC 15 
  Intelligence (Investigation) check, noticing subtle 
  discolouration between the plate and surrounding stone. 
  A spell or other effect that can sense the presence of 
  magic, such as detect magic, reveals an aura of conjuration 
  magic. Wedging an iron spike or similar object under the 
  pressure plate prevents the trap from triggering. A 
  successful dispel magic (DC 12) cast on the floor destroys 
  the trap. 
  When triggered, a stretch of floor 10-feet wide by 30-
  feet long becomes slick. Creatures that begin their turn 
  in the trapped area or enter slick spaces must succeed on 
  a DC 15 Dexterity saving throw or fall prone. 
  Sloping Stairs 
  Mechanical Trap 
  What were once stairs become a steep slope sending 
  victims tumbling down the trapped staircase.  
  This trap is triggered by a false step. The absence of 
  foot traffic on the step can be detected with a DC 12 
  Intelligence (Investigation) check. Slight scratches like 
  drag marks can also be detected on the surrounding steps 
  with a DC 14 Wisdom (Perception) check.  
  When 30 or more pounds of weight is placed on the 
  step, the steps in the staircase retract and fold inward 
  creating a slide. Creatures on the staircase slide down at 
  a rate of 15 feet per round. When they strike the bottom, 
  sliding creatures take 1d6 bludgeoning damage for every 
  20 feet they travelled. Creatures within 5 feet of the 
  banister or wall can attempt to stop their descent with a 
  DC 14 Dexterity check.  
  Spikes. A more deadly variant of the trap exposes a 
  pit at the base of the stairs when the trap is triggered. 
  Creatures that slide into the spikes must make a DC 15 
  Dexterity saving throw, taking 10 (3d8) piercing damage 
  on a failure, or half as much damage on a success.  
  Springboard 
  Mechanical Trap 
  The powerful spring hidden underneath this pressure 
  plate is strong enough to launch a creature into the air or 
  slam them into a wall.  
  A DC 13 Intelligence (Investigation check) will notice 
  the pressure plate through the absence of footprints or 
  
   
  7 
  wear along with signs of mobile stonework. A DC 15 
  Wisdom (Perception) check detects the edges of the 
  springboard. Wedging an iron spike or other object 
  under the pressure plate prevents the trap from 
  activating.  
  When 20 pounds of weight or more is placed on the 
  pressure plate, a 10-foot by 10-foot section of the floor 
  bounds upward, propelled by heavy springs. All creatures 
  sized Large or smaller in the trapped space must succeed 
  on a DC 15 Dexterity saving throw or be thrown into the 
  air.  Thrown creatures are sent flying 15 feet away from 
  the springboard, taking 3 (1d6) bludgeoning damage 
  from the fall and landing prone. Springboards aimed at a 
  wall or ceiling slam creatures that fail the saving throw 
  into that surface, inflicting 22 (4d10) bludgeoning 
  damage. 
  Swinging Log 
  Mechanical Trap 
  This trap uses a tripwire to remove the supports holding 
  a large log in place causing it to swing in a crushing arc.  
  The tripwire is 3 inches off the ground and stretches 
  between two trees or walls. The log is hidden by light 
  foliage or a false wall. The DC to spot the tripwire is 12, 
  while locating the massive log is only DC 10, although its 
  nature as a trap might not be immediately apparent. A 
  successful DC 15 Dexterity check using thieves' tools 
  harmlessly breaks the tripwire. A character without 
  thieves' tools can attempt this check with disadvantage 
  using an edged weapon or tool. On a failed check, the 
  trap triggers. 
  When the trap is triggered, the supported holding 
  back the log are pulled loose, releasing the log. The log 
  swings in a 5-foot-wide line towards the tripwire, and an 
  additional 10 feet beyond the tripwire before swinging 
  back the way it came. The log makes an attack roll with a 
  +10 bonus against each creature in the area. Being 
  obscured or hidden offers no benefit against this attack. 
  On a hit, a target takes 26 (4d12) bludgeoning damage.  
  Spiked. In open spaces, the swinging log can be 
  horizontally rotated to strike a wider area. Because the 
  log strikes with less force it is often covered in spikes and 
  short spears. The log swings in a 15-foot wide line 
  towards the tripwire and 10 feet beyond, and makes an 
  attack roll with a +8 bonus against each creature in the 
  area. Being obscured or hidden offers no benefit against 
  this attack. On a hit, a target takes 18 (4d8) piercing 
  damage.
  
  By 5 Minute Workday Publishing  
   
   
  Maneuvers & Commander 
  Archetype 
  27 new maneuvers and a new fighter martial 
  archetype 
   
  Diseases & Poisons 
  21 new diseases and 14 new poisons 
  Traps 
  19 new traps to stun, surprise, and sever! 
  Feats 
  22 new feats to customize your character 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/5 Minute Workday/5 Minute Workday - Traps.pdf