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Improvise Traps in D&D With Ease

A post on illusoryscript.com

On this page
  1. Complex traps vs. “roll + effect”
  2. The roll: attack or save?
  3. Set a DC
  4. Effects from many sources
  5. Examples of traps, rolls, and effects
  6. D&D Traps made easy

Complex traps vs. “roll + effect”

When we want to use traps or environmental hazards in D&D, sometimes, designing complex mechanics can be fun. But sometimes we need a quick trap to add some obstacles to an improvised dungeon, or we want to use a trap as a complication the bad guy throws at the characters chasing them. In these cases, we can default to roll and combine it with a flavorful effect.

The roll: attack or save?

When players stumble into a trap, we roll an attack, or the players make a saving throw. After a while this becomes intuitive but the choice is also largely arbitrary. I have previously argued for letting players roll the dice as often as possible. In a nutshell, however, if something weapon-like targets a character it’s an attack roll. If the characters resist some area-of-effect trap, it’s a saving throw.

Is a large bone shard launched at a character? Roll an attack. Are the characters slowly suffocated by an invisible gas? Have them make a saving throw.

Set a DC

We set the DC or bonus to hit based on the situation. Mike Shea from slyflourish.com gives us a neat trick to quickly set these numbers. Rate the difficulty of the trap or hazard on a scale from one to ten. That is your bonus to hit. For a saving throw, add 10 to the number to determine the DC.

Effects from many sources

Then we combine this roll with a flavorful effect. There are many sources we can pull such effects from on the fly. We can have the trap deal a situationally appropriate amount of damage, and add a suitable condition. We can use an environmental hazard from Tasha’s Cauldron of Everything. Sometimes a madness effect from the Dungeon Master’s Guide can represent a psychological threat. Alternatively, we can use a spell as a template for a trap. For example, the invisible gas could function like the cloudkill spell.

Examples of traps, rolls, and effects

The following table gives an overview of six different types of D&D traps, the type of roll associated with them, and spell effects or other effects to use with the trap.

Type Roll Spell effect Other effects
Gas CON save cloudkill, stinking cloud Madness effect (DMG)
Explosion DEX/STR save fireball, burning hands, cone of cold, lightning bolt, thunderwave saving throw to avoid damage, and being pushed 10-20 feet
Weapon attack vs. AC conjure barrage, conjure volley, shadow blade attack roll for bludgeoning/piercing/slashing damage
Pit/debris DEX save or attack vs. AC catapult, conjure barrage, conjure volley saving throw to avoid falling damage/bludgeoning damage
Energy CON save magic missile, blight, guardian of faith “Eldritch Storm” (TCoE)
Mental WIS/INT save phantasmal killer, confusion Madness effect (DMG); “Far Realm Effect” (TCoE)

D&D Traps made easy

When we improvise D&D traps or a hazards in this way, we grab whatever pre-existing mechanic seems appropriate, and let a flavorful description do the rest. We don’t need to design unique mechanics for each trap. A simple roll combined with a pre-existing effect, and an evocative description is all we need.