Large trap ideas for high -level players in DND

Summary

  • Introduce unexpected and deadly traps to challenge experienced players in D&D, as a flood room with water monsters.

  • Rotating corridors with gaps, sliding stairs with nails and harmful gas chambers can increase the dangers within.

  • From blinding sunlight to charmed portraits and magical manacles, different traps give new challenges for DMs to keep players entertained.

Traps are always a good way to keep even the most experienced by Dungeons & Dragons players on their toes. From devastating nail traps to poisoning Blow Darts, 2024 Dungeon Master's Guide has many suggestions on how to deceive your players into a false sense of security. But if you are a high -level table, it is easy to run out of ideas.

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That is why we have created this list of fantastic traps to use against your expert or high level player. Even if you think they have seen everything, they are likely to be a change for at least one of these dastardic traps.

10

Flooding room

A water element in Dungeons & Dragons.
Water elemental by chris cold

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Information

Party level

5-10

Save DC

15

Damage

N/a

This first trap offers a twist on a proven and true classic. For this trap, place a pressure plate in the middle of a small room that the party has entered, whether in a store, tavern or full prison. If the players fail with a skill -saving throw to avoid the plate, the room will suddenly start flooding with water.

Players will have to find a way to escape before drowning. But there is a twist. Several waters strange seem to be part of the water that floods the room. Players may need to fight these creatures if they want to escape in one piece.

9

Rotating hall

A green statue face is at the end of a dilapidated hall filled with skeletal remains in Dungeons & Dragons.
Tomb of horrors of ground Behm

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Information

Party level

11-16

Save DC

17-19

Damage

10D6 power

For this trap, place the players in a long hall. Again, you can use either a pressure plate and a skill -saving throw, or simply get the trap activated when they enter the space. From there, the corridor will start rotating and revealing a large gap on one side of the walls.

If players fall down this gap, they will receive 10D6 power damage from the fall. Players will have to do either strength or skill throwing increasing value for each round they are in the corridor to avoid falling into the trap. Holding on to the walls when they spin faster and faster is always an alternative, or moves a bit to flee unscathed.

8

Slide stairs

An adventure party climbs down a dark staircase in Dungeons & Dragons.
Exploration of William O'Connor

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Party level

8-12

Save DC

15-17

Damage

6D10 piercing

This classic trap has a version of it available in the curse of the Strahd module. For this trap, place a switch next to a locked door at the top of a long staircase. If players throw the switch, the stairs will turn into a picture and send someone on the landing or stairs that slide into a pit of nails.

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Players must make a skill or strength saving throw to avoid taking 6D10 piercing injuries from meeting the nails. Players can also use magic formulas or other magical objects they have to avoid damage if the effects of the magic apply to the situation.

7

Harmful gas

A magician throws vitriolic sphere on a package of Nothics in Dungeons & Dragons.
Vitriolian sphere of Ignatius budia

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Information

Party level

3-6

Save DC

13

Damage

2D10 poison

Toxic gas is a proven and true trap that is usually reserved for higher levels. But if you have veteran players playing at lower levels, bring this trap to a lower level for a real challenge. In a small room, players can accidentally trigger a trip wire that fills the room with harmful gas.

Players will have to succeed with a DC 13 constitution that saves throws or poisoned. But this gas is extra potent and affects 2D10 toxic damage every minute as the players are in the room. You can use initiative order to track this.

6

Animated items

A series of animated items run to life in Dungeons & Dragons
Animated items by Simon Dominic

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Information

Party level

3-6

Save DC

N/a

Damage

N/a

In a large mansion, players discover a long hall filled with lifeless armor suits. Or rather animated armor suits that just don't move yet. Halfway through the corridor, if players are not perceived, they can pass over an Arcane Glyph on the floor, which, when triggered, throws the animated objects spelling in the room.

The armor suit will live to life and attack the players. Use the animated object state block contained in the 2025 monster manual for this meeting to determine things such as attack bonuses and damage caused at the party.

5

Collapsing bridge

A group of Goblin Raiders prepares to attack no incoming adventurers in Dungeons & Draogns.
Goblin Raiders by Robson Michel

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Information

Party level

11-16

Save DC

15-17

Damage

7D10 Bludge

This trap is similar to the collapsing roof trap found in 2024 Dungeon Master's guide but is erected on a bridge rather than in a room. For this trap, let players cross either a bridge inside a dungeon or in an external environment. Halfway through the bridge is a trip wire.

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If players fail to notice this thread, they can trigger it, which causes the bridge to collapse. The bridge collapses in five sections that are 60 feet each, one section per round. Let Player's role Initiative, use their movement or abilities to try to exceed the collapsing bridge. If they fail, they will take the 7D10 bludgeoning damage from the fall and collapse waste.

4

Elevator

Picture of dungeons and dragons candologeep mysteries covers art.
Light retains mysteries through the sorcerers in the coast

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Party level

17-20

Save DC

19-21

Damage

Various

This expert level trap is complicated but can be cosmetically tailored to your taste. Place this trap in a huge dungeon and let players discover an Arcan lift that can take them to different parts of the dungeon. But every time they come on it, roll on a D100. If you roll a 15 or lower, the trap is activated.

The elevator will start to move wildly between floors, and bumps the players back and forth across the chamber and adds 3D6 power damage each time. In addition, the doors can open and reveal other floors with other traps on those who are poisoned, nails or what your heart wants as a DM. You can have this elevator work in Tandem with any number of other traps.

3

Dazzling sun

Three arches from the Greyhawk setting in Dungeons & Dragons.
Archmages of Greyhawk by Kai Carpenter

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Information

Party level

14-17

Save DC

17

Damage

N/a

Not all traps must cause damage to be extremely deadly. Place this trap in a room, perhaps with a dungeon's antagonist or other campaign villain. Before the battle begins, let the antagonist or enemy trigger this trap, which reflects the light of the sun from nearby windows through thick glass and blinds all characters that fail with a DC 17 constitution -saving throw.

From there, all the characters who fail to save the blind condition will come through the fight, which gives them disadvantage of saving throws, attack rolls and more, unless their team uses magic formulas as less restoration or other effects to end the blindness prematurely. You can also set a minute limit for the blindness if you want to be more mercy.

2

Charmed portraits

An explorer comb through a library in a dungeon in Dungeons & Dragons.
Dungeon Room by Kent Davis

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Information

Party level

5-10

Save DC

14

Damage

N/a

This trap faces the members of the party against each other. In a large mansion or property, let players enter a portrait hall. Here they can discover portraits of the previous owners of the house. Every player who looks at one of the portraits must make a DC 14 -vision -saving throw or be charmed.

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The portrait's charm forces anyone under his enchantment to attack their countrymen and creates some fun PVP -Action for the party. Let the players continue to control their characters and actions, but force them to attack if charmed. The effect lasts for a minute or until they save wisdom, which increases in DC by one for each combat round.

1

Magic manacel

Two adventurers stumble over a trap in Dungeons & Dragons.
Poison Trap by Linda Lithen

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Information

Party level

5-10

Save DC

16

Damage

3D10 fire

This last trap assumes that the party crosses a prison, dungeon or fortress of some kind. Occuping players may notice a set of golden manacles lying on the floor of a cell or hall. If the party investigates, everyone who comes within five meters of the manacles must make a DC 16 skill that saves throws or retained by the manacles.

The manacles are magical and spring to life and connects to the party member. They are also extremely heavy and force the player to stay and not be able to attack. In addition, for each round they are in the manacles, they have 3D10 fire damage when the manoes burn the skin.

Prison and Drag-series game-Tablet-franchise

Dungeons and dragons

Original release date

1974

Designer

E. Gary Gygax, Dave Arneson

Player count

2+

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