Damage Severity by Level | Trap Damage Examples
When creating traps, it is important to keep the trap balanced with the party's level, otherwise a single trap may be able to wipe out an entire group, ending the adventure fairly quickly. Below is a chart that should be used as a guideline for creating traps. It also has appropriate DC and Attack Bonuses.
Character Level | Setback | Dangerous | Deadly | |
---|---|---|---|---|
1st-4th | : DMG: | Setback: 1d10 | Dangerous: 2d10 | Deadly: 4d10 |
: DC: | Setback: 10-11 | Dangerous: 12-15 | Deadly: 16-20 | |
: BONUS: | Setback: +3 to +5 | Dangerous: +6 to +8 | Deadly: +9 to +12 | |
5th-10th | : DMG: | Setback: 2d10 | Dangerous: 4d10 | Deadly: 10d10 |
: DC: | Setback: 10-11 | Dangerous: 12-15 | Deadly: 16-20 | |
: BONUS: | Setback: +3 to +5 | Dangerous: +6 to +8 | Deadly: +9 to +12 | |
11th-16th | : DMG: | Setback: 4d10 | Dangerous: 10d10 | Deadly: 18d10 |
: DC: | Setback: 10-11 | Dangerous: 12-15 | Deadly: 16-20 | |
: BONUS: | Setback: +3 to +5 | Dangerous: +6 to +8 | Deadly: +9 to +12 | |
17th-20th | : DMG: | Setback: 10d10 | Dangerous: 18d10 | Deadly: 24d10 |
: DC: | Setback: 10-11 | Dangerous: 12-15 | Deadly: 16-20 | |
: BONUS: | Setback: +3 to +5 | Dangerous: +6 to +8 | Deadly: +9 to +12 |
Below are some examples of trap effects, and some low level spells that can be integrated into a traps (i.e. a sprung trap that sprays poisoness gas may be the equivalent of a Cloudkill spell). Other traps may not cause damage, but may cause other problems (a darkness spell may be activated, consequently blinding everyone). A DM can be very creative and adapt many other spells that are not listed below.
Trap | Damage | Notes |
---|---|---|
Stinking Cloud Spell | Damage: — | Notes: Con save or spends turns retching and reeling. Last 1 min unless dispersed. |
Darkness Spell | Damage: — | Notes: Blinds the party in the affected area. |
Silence Spell | Damage: — | Notes: Causes an area of silence, where spells can't be cast. |
Globe of Invulnerability Spell | Damage: — | Notes: Traps a creature for 1 minute (possibly while enemies are alerted, or while the floor slowly moves to show a pit below them) |
Character Falls | Damage: 1d6 / 10 ft. | Notes: Possible Dex (Acrobatics) check for short distances. Max damage of 20d6. Creature falls prone. |
Frostbite Spell | Damage: 1d6 | Notes: Con save or suffer cold damage. |
Earth Tremor Spell | Damage: 1d6 | Notes: Dex save or suffer bludeoning damage. |
Ray of Frost Spell | Damage: 1d8 | Notes: More damage if cast at higher levels: 5th (2d10), 11th (3d10), 17th (4d10) |
Crushed by a falling Bookcase | Damage: 1d10 | |
Firebolt Spell | Damage: 1d10 | Notes: More damage if cast at higher levels: 5th (2d10), 11th (3d10), 17th (4d10) |
Eldritch Blast Spell | Damage: 1d10 | Notes: More damage if cast at higher levels: 5th (2d10), 11th (3d10), 17th (4d10) |
Hit by a Lightning Bolt | Damage: 2d10 | Notes: Lightning damage |
Fall into a Fire Pit | Damage: 2d10 | |
Collapsing Tunnel | Damage: 4d10 | |
Fall into a Vat of Acid | Damage: 4d10 | |
Cloudkill Spell | Damage: 5d8 | Notes: Poison damage, Con save for half. |
Whirling Steel Blades | Damage: 10d10 | |
Strong Lava Spray | Damage: 10d10 | |
Pit of Lava (submerged) | Damage: 18d10 | |
Vortex of Fire (submerged) | Damage: 24d10 |