Hexplosive Trap

4th-level abjuration   Casting time: 1 hour   Range: Touch   Target: --   Components: V S M   Duration: Until dispelled or triggered   Classes: Artificer, Bard, Warlock   Subclasses: --  
When you cast this spell, you inscribe a trap that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal it. The trap can cover an area no longer than 5 feet in diameter. If the surface or object is moved more than 5 feet from where you cast this spell, the trap is broken, and the spell ends without being triggered. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
  You decide what triggers the trap when you cast the spell. For traps inscribed on a surface, the most typical triggers include touching or standing on the trap, removing another object covering the trap, approaching within a certain distance of the trap, or manipulating the object on which the trap is inscribed. For traps inscribed within an object, the most common triggers include openign taht object, approaching within a certain distance of the object, or seeing or reading the trap. Once a trap is triggered, this spell ends. When you inscribe the trap it erupts in a 20-foot radius sphere centered on the trap. The sphere spreads around corners. each creature in the area must make Dexterity saving throw. Choose one of the following:  
  • Incendiary Snare. A creature takes 3d8 fire damage on a failed saving throw, or half as much damage on a successful one. on a failed save a target must also succeed a Constitution saving throw. On a failed save, the target is set aflame and takes 1d10 fire damage at the start of each of its turns until someone takes an action to douse the fire.
  • Venom Spray. A creature takes 3d8 poison damage on a failed saving throw, or half as much damage on a successful one. On a failed save a target must also succeed a Constitution saving throw. On a failed save, the target is poisoned for 1 hour.
  • Needle Bomb. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 piercing damage on a failed saving throw, or half as much damage on a successful one. On a failed save, a creature takes an additional 1d8 piercing damage at the start of their next turn.


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