A creature must succeed on a DC 12 Perception check to see the fake trap. They must succeed on a DC 20 Perception check to see the trapdoor beneath the disarming mechanism. If they try and disable the fake trap, they must make a DC 15 Dexterity saving throw or fall through the trapdoor to a fate of the DM’s choosing. If they see the trapdoor, all that is needed to not fall into it is not to trigger the fake trap. There is a 10% chance that the fake trap will be real in addition to the trapdoor by it’s disarming point. This requires a DC 20 Investigation check to spot.
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