Floor Hazards List

Floor hazards dangerous obstacles or traps set on the ground that can harm, hinder, or surprise unsuspecting creatures.

Floor Hazards Table

Visual (Various) Item Weight
https://cinket.com/img/user/z_Images/public/adventuring-gear/Ball Bearings.png Ball Bearings 2 lb.
https://cinket.com/img/user/z_Images/public/adventuring-gear/Caltrops.png Caltrops 2 lb.
https://cinket.com/img/user/z_Images/public/adventuring-gear/Hunting Trap.png Hunting Trap 25 lb.

Ball Bearings

https://cinket.com/img/user/z_Images/public/adventuring-gear/Ball Bearings.png

Description

1000 small metal spheres used to trip or slow down enemies when scattered.

Weight

2 lb.

Hazard

As an action, you can spill Ball Bearings from their pouch. They spread to cover a level: 10-foot-square area within 10 feet of yourself.

A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw, else:

It takes 10 minutes to recover the Ball Bearings.


Caltrops

https://cinket.com/img/user/z_Images/public/adventuring-gear/Caltrops.png

Description

20 sharp, spiked devices designed to injure and hinder movement when stepped on.

Weight

2 lb.

Hazard

As an action, you can spread caltrops. They spread to cover a level: 5-foot-square area within 5 feet of yourself.

A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw, else:

It takes 10 minutes to recover the Caltrops.


Hunting Trap

https://cinket.com/img/user/z_Images/public/adventuring-gear/Hunting Trap.png

Description

A metal device that clamps shut when triggered, used to catch and hold prey.

Weight

25 lb.

Trap

An as action, you can set a Hunting Trap: a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. A creatures that steps on the plate must succeed on a DC 13 Dexterity saving throw, else:

A creature can use an action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.