âIf trap fail, make two more traps that punish failure.â - Kobold
Add together with Kobold Bag of Trapper Tools (Homebrew)
BASIC SURVIVAL TRAPS (Low-Tech, Easy to Build)
Tripwire + Noise Alarm
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Items: Rope/string, metal cup, rocks, bells.
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Use: Early warning trap for sentries.
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Setup: Stretch a string across a corridor; tie to clattering junk.
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Effect: Alerts the party or scares off beasts; maybe grants +5 to Passive Perception for detecting intruders.
Pit Trap
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Items: Shovel, tarp, foliage, spikes (or sharpened sticks).
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Use: Capture or damage pursuers.
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Setup: Dig shallow pit, camouflage with tarp and dirt.
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Effect: 1d6â2d10 falling/piercing damage depending on depth; DC 13â15 Perception to spot.
Swinging Log / Boulder Trap
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Items: Rope, heavy object (log, rock), pulley or tree branch.
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Use: Ambush or area denial.
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Setup: Suspend heavy object, tie to trigger rope; release when enemy passes.
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Effect: Dex save (DC 13â16) or take bludgeoning damage (2d8+); can knock prone.
Snare Trap
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Items: Rope or chain, bent sapling/tree, piton.
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Use: Capture small to medium creatures.
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Setup: Loop rope, attach to flexed sapling; trigger causes rope to tighten and lift.
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Effect: Str check or become restrained; easy to make with Survival or Sleight of Hand check.
INTERMEDIATE TRAPS (Crafty & Versatile)
Oil Fire Trap
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Items: Flask of oil, rope fuse, torch or alchemistâs fire.
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Use: Burn or block passageways.
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Setup: Spread oil, lay rope soaked in oil to torch; ignite remotely.
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Effect: 2d6 fire damage in 5-ft radius; ignites flammable terrain. Great for choke points.
Bear Trap + Bait
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Items: Hunting trap, raw meat, chain.
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Use: Immobilize or lure beasts/humanoids.
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Setup: Place trap under leaves, put bait slightly out of reach.
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Effect: Restrain on failed Dex save; audible snap can alert party.
Rolling Barrel / Crate Trap
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Items: Barrel, oil or rocks inside, ramp or slope.
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Use: Crowd control in tight hallways.
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Setup: Perch barrels on incline with release cord.
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Effect: Dex save to avoid 2d8 bludgeoning; can knock multiple enemies prone.
Chalk Dust Flash
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Items: Flour or chalk dust, pouch, candle flame or spark.
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Use: Flashbang distraction or blind foes.
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Setup: Toss dust into flame or near torch.
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Effect: Small flash (Con save or blinded 1 round); reveals invisible enemies briefly.
ADVANCED PLAYER TRAPS (Improvised Engineering)
Crossbow Turret Trap
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Items: Loaded crossbow, rope, pulley, tripwire, piton.
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Use: DIY automated shot.
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Setup: Tie trigger to tripwire; aim down hallway.
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Effect: Fires once on trigger (normal attack roll + mod). Can reload for later reuse.
Alchemistâs Chain Reaction
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Items: Multiple alchemistâs fires, oil flasks, string.
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Use: Large-area trap or demolition.
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Setup: Tie flasks together with thin cord over fire source or tripwire.
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Effect: Explosive domino effect â multiple 5-ft radius blasts (Dex save half damage).
Counterweight Crush Trap
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Items: Pulley, rope, large stone, counterweight.
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Use: Drop heavy object when door opens.
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Setup: Rope tied to door handle connected to overhead rock.
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Effect: 3d10 bludgeoning to whoever opens it. Can combine with Silence for stealth setups.
Net + Acid Jar Trap
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Items: Net, acid vial, rope.
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Use: Capture and damage simultaneously.
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Setup: Hang net above; acid jar tied to same trigger.
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Effect: Restrains target; acid breaks and splashes 2d6 acid damage.
FANTASY-FLAVORED PLAYER TRAPS
Glyph Chain (Arcane Trigger)
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Items: Chalk, spell scroll (Thaumaturgy, Grease, Firebolt), rope.
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Use: Magical multi-effect trap.
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Setup: Draw glyph to trigger spell when disturbed.
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Effect: Spell activates on trigger. A simple âgrease + oil fireâ combo can devastate mobs
TINKERâS TOOLS TRAPS
Clockwork Snap Trap
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Parts: Springs, gears, steel wire.
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Build: Small clamp powered by a wound spring.
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Effect: 1d8 piercing; Dex save to avoid. Can clamp onto ankles or weapons.
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Add-On: Add a bell or buzzer for an alert signal.
Pressure-Plate Dart Sprayer
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Parts: Metal plate, tubing, darts, oil or air bladder.
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Build: Step triggers darts to fire forward.
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Effect: Dex save or take 1d10 piercing; poisoned darts optional.
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Bonus: You can aim it waist-high for humanoids or low for beasts.
Spring-Lash Trap
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Parts: Metal coil or bent bar, chain, hook.
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Build: A pulled lever or tripline releases the spring, swinging a hook.
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Effect: 1d8 slashing + grapple attempt (as an attack).
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Use: Doorways, tunnel mouths, or chest lids.
THIEVESâ TOOLS TRAPS
Needle Lock Trap
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Parts: Spare lock, tiny needle, poison or oil.
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Build: Inserted into a door or chest; when picked, the needle pricks the picker.
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Effect: 1 piercing + poison save.
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Bonus: Can hide valuables inside a trapped fake lock to bait thieves.
Snapping Wire Trip
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Parts: Fine wire, knife blade, door hinge.
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Build: String wire across at shin level; knife swings across when tension released.
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Effect: 1d6 slashing; Dex save for half.
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Stealthy: Very hard to spot without Investigation.
Hidden Grapple Snare
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Parts: Hook, chain, small pulley.
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Build: Hook snaps shut on limb when tripwire pulled.
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Effect: Restrains target; DC 13 Strength to escape.
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Great For: Capturing humanoids quietly.
ALCHEMISTâS SUPPLIES TRAPS
Vapor Flask Trap
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Parts: Alchemistâs fire, flask, pressure stopper, glass tube.
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Build: Flask detonates into a cloud when broken.
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Effect: 1d6 fire + 1 round of smoke (heavily obscured).
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Bonus: Combine with tripwire or arrow shot to detonate remotely.
Toxic Fume Jar
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Parts: Acid + herbs + corked jar.
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Build: Mix volatile ingredients; shake or heat to trigger.
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Effect: Con save or poisoned/blinded 1 round.
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Variant: Replace with sleeping powder or sneezing gas if you want nonlethal control.
CARPENTERâS / SMITHâS TOOLS TRAPS
Falling Beam Trap
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Parts: Lumber, nails, rope, hinge.
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Build: Release rope to drop a beam from ceiling.
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Effect: 2d10 bludgeoning; Dex save.
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Combo: Stack several for chain reaction ambush.
Spike Board Trap
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Parts: Nails, wood plank, mallet.
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Build: Hide under leaves or carpet; step = puncture.
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Effect: 1d8 piercing + half speed for 1 round.
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Bonus: Add oil coating or poison.
HERBALISM & HUNTERâS TRAPS
Poisoned Thorn Vine Trap
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Parts: Poisoned thorns, rope, sapling.
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Build: Same as snare, but with coated thorns.
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Effect: 1d6 piercing + poison Con save.
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Add-On: Drip with paralytic herb for capture missions.
Sleep Spore Puff
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Parts: Mushrooms, bladder, tripwire.
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Build: Pressure releases a puff of sleep spores.
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Effect: Con save or fall asleep 1 minute.
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Great For: Nonlethal ambushes or creature containment.
Animal Lure Pit
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Parts: Meat, urine scent, rope net, pit.
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Build: Lures beasts into pit or snare.
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Effect: Capture animals alive for food or mounts.
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Optional: Add a bell or torch for alert.
Kobold Skunk Trap
Stink-Cage Trip
- Parts: Rope, bent sapling, skunk in a cage.
- Build: Tripline jerks the cage door open and snaps the sapling to yank the cage into the air, shaking the terrified skunk.
- Effect: 10-ft cone spray; creatures in area make Con save DC 12 or be poisoned and stink for 1 hour.
- Use: Narrow tunnels or camp approaches; kobolds flee laughing as adventurers gag.
Pit of Perfume
- Parts: Shallow pit, skunk cage, refuse slurry.
- Build: False floor collapses, dropping victim and cage together into foul sludge. The skunk panics and sprays.
- Effect: 1d6 fall + Con save DC 13 vs. poisoned and nauseated (disadvantage on attack rolls for 1 minute).
- Use: Baited near food stores or shiny junk piles. Kobolds sometimes retrieve the pitâs contents later for âstink bombs.â
Skunk Bomb Basket
- Parts: Wicker cage, rope release, pulley, angry skunk.
- Build: A hanging cage dangles above a doorway. Tripwire opens the bottom; skunk drops onto the intruder.
- Effect: Automatic spray; Con save DC 12 vs. poisoned and frightened (skunk flailing).
- Use: Entryways or hall thresholds. Kobolds immediately seal the door behind victims.
Stink Bell Alarm
- Parts: Cage, bell, wire, metal rattle.
- Build: Tripwire rings a bell and tilts the cage, startling the skunk to spray through the bars.
- Effect: No damage, but creates 20-ft radius stink cloud; Con save DC 11 or retch.
- Use: Early warning alarm and deterrent; kobolds interpret the smell as âwar cry.â
Skunkapult
- Parts: Small catapult, counterweight, open cage.
- Build: Catapult launches a caged skunk toward intruders; impact breaks cage, releasing chaos.
- Effect: On landing, 10-ft spray radius; Con save DC 12 vs. poisoned condition.
- Use: Cliffside warrens or open tunnels; reusable if the kobolds can ârecaptureâ the survivor.
The Reek Reservoir
- Parts: Clay jar, skunk musk, rags, bellows.
- Build: After âharvestingâ musk from tamed skunks, kobolds pump it into a sealed jar connected to a pipe trap. Triggering the plate bursts the jar.
- Effect: 15-ft radius of stench, counts as Stinking Cloud for 1 round.
- Use: Vent shafts or stairwells; precursor to ambush with ranged attacks.
Skunk Siege Barrel
- Parts: Barrel, two skunks, air holes, rolling wedges.
- Build: Kobolds push the barrel downhill toward invaders; holes ensure continuous odor output.
- Effect: Moving 30-ft line of stench; Con save DC 13 or retch and lose movement next turn.
- Use: Hillside fortifications or warren entrances; morale breaker before melee engagement.
Kobold Wasp/Bee Trap
Wasp Jar Bomb
- Parts: Sealed glass jar, dried honey, wasps.
- Build: Jar tied to a pendulum or slingshot; trigger shatters it midair.
- Effect: 10-ft burst; all creatures must make Dex save DC 14 or take 2d8 piercing and become frightened 1 round.
- Use: Siege defense or ambush; kobolds launch them like grenades.
The Sweet Death Trap
- Parts: Honey bait, wasp nest, tripline.
- Build: Honey smeared on chest or door latch; nest jar balanced above. Opening the latch dislodges the jar.
- Effect: Wasps fill 10-ft cube, targeting the nearest warm bodies. Con save DC 13 vs. 2d6 piercing; poisoned on failure.
- Use: âTreasure baitâ or food traps. Kobolds call it âHoney Luck!â sarcastically.
The Scorched Swarm
- Parts: Nest, oil jar, candle, thin thread.
- Build: Tripwire knocks candle onto the nest soaked in oil â wasps erupt in burning chaos.
- Effect: 10-ft radius, 2d6 fire + 2d6 piercing. Con save DC 15 vs. poisoned.
- Use: Final deterrent before a treasure vault. Often kills both wasps and intruders â kobolds call it âEven Trade.â
MISC/GAG Traps
Charm-Pheromone Spray
- Parts: Bladder of crushed flowers/pheromone extract, clay jar, squeeze bulb.
- Build: Tripwire bursts the jar or a hidden kobold squeezes the bulb into the room air.
- Effect: 15-ft cone. Creatures in area must make a DC 14 Constitution save. On a failure, they are charmed by the nearest kobold for 1 minute (ends early if kobold harms them). Charmed creatures treat kobolds as friendly and gain disadvantage on Intimidation checks vs. kobolds; success on save = immune for 1 hour.
- Use: To buy time for kobolds to parley, escape, or manipulate NPCs; works best in social ambushes rather than explicit content.
The BBQ Sauce Bucket
- Parts: A bucket filled with a sticky, sweet-smelling, and non-harmful liquid like BBQ sauce or honey. Attached to the bucket is a length of rope.
- Build: A tripwire is placed across a low-traffic hallway or chokepoint. The other end of the tripwire is tied to the rope. The bucket is placed on a ledge or held by a pulley system, ready to spill its contents.
- Effect: The adventurer who trips the wire gets doused in the liquid. The effect is mostly social and a minor debuff. For the next hour, they might be sticky, and any animals or vermin in the area become highly attracted to them (a rat swarm, for example).
- Use: To annoy the party's most charismatic or well-armored member, to attract wild animals to a specific location, or as a general distraction.
RULE OF THUMB FOR DM/PLAYER-MADE TRAPS
Trap Type | Suggested DC | Damage | Save Type | Example Skill to Build |
---|---|---|---|---|
Simple mechanical | 10â13 | 1d6â2d6 | Dex | Survival |
Fire/acid/explosive | 14â16 | 2d6â4d6 | Dex or Con | Arcana / Tinkering |
Magical combo | 15â18 | 4d6+ | Depends | Arcana / Sleight of Hand |
CRAFTING GUIDELINES FOR DMs OR PLAYERS
Tool Used | Example Check | Setup Time | Difficulty |
---|---|---|---|
Tinkerâs Tools | INT + Proficiency | 10â20 min | DC 13â17 |
Thievesâ Tools | DEX + Proficiency | 5â10 min | DC 12â15 |
Alchemistâs Supplies | INT + Proficiency | 15â30 min | DC 14â18 |
Smithâs/Carpenterâs Tools | STR or DEX + Prof | 1 hr | DC 13â16 |
Herbalism Kit | WIS + Prof | 10â30 min | DC 12â15 |
Notes: Utility
FYI: I didn't make this clear, sorry. The charts at the end are guidance/examples at best they're not definite rulings on how trap damage or any of that stuff works. I'm sure DM will help more or lesss