Browse traps, hazards, and deadly mechanisms for your D&D 5e campaign. From classic pit traps to elaborate magical wards, find the perfect peril for your dungeon.
Magical Trap, DC 17 to detect. Community homebrew from D&D Wiki.
Magical Trap, DC 14 to detect. Community homebrew from D&D Wiki.
Magical Trap. Community homebrew from D&D Wiki.
Mechanical Trap. Community homebrew from D&D Wiki.
Mechanical Trap, 4d6 poison damage. Community homebrew from D&D Wiki.
Mechanical Trap, 5d4 piercing damage. Community homebrew from D&D Wiki.
Mechanical Trap, 2d10+8 bludgeoning damage. Community homebrew from D&D Wiki.
Mechanical Trap, DC 14 to detect, 1d4 cold damage. Community homebrew from D&D Wiki.
Magical Trap, 1d8 psychic damage. Community homebrew from D&D Wiki.
Mechanical Trap, 5d10 lightning damage. Community homebrew from D&D Wiki.
Mechanical Trap, 1d10 acid damage. Community homebrew from D&D Wiki.
Mechanical Trap, 3d12 fire damage. Community homebrew from D&D Wiki.
Magical Trap, DC 15 to detect. Community homebrew from D&D Wiki.
Mechanical Trap, DC 13 to detect. Community homebrew from D&D Wiki.
Mechanical Trap, DC 15 to detect. Community homebrew from D&D Wiki.
Magical Trap, DC 25 to detect, 3d10 acid damage. Community homebrew from D&D Wiki.
Environmental Hazard. Community homebrew from D&D Wiki.
Magical Trap, DC 25 to detect. Community homebrew from D&D Wiki.
Magical Trap, DC 12 to detect, 4d8 bludgeoning damage. Community homebrew from D&D Wiki.
Magical Trap, DC 18 to detect, 5d9 psychic damage. Community homebrew from D&D Wiki.