Cadriel
First Post
Looking at the list of conditions in the PHB suggests some great traps to me. Here's some preliminary brainstorming with this idea, more is appreciated.
- Blinded. Traps that emit an extremely bright light can blind victims who fail a saving throw.
- Deafened. Extremely loud noises can temporarily inflict deafened on characters; I'm not even sure if I'd always allow a save for this one.
- Frightened. A powerful artifact might cause a save versus this condition unless the PCs leave its presence. This would be interesting in a monster lair if there was a fight where the PCs got it inflicted on them.
- Grappled. A trap simulating a grappler might inflict this instead of Restrained for a turn.
- Paralyzed. A good one for magical traps, also an alternate type of poison.
- Petrified. This is over-powered for most traps, unless the PCs have access to spells that can reverse it.
- Poisoned. Lots of traps use poison, it's a natural.
- Prone. This is great for a 1-2 punch: the trap knocks the PCs prone, then the monsters come in to take advantage of the fact.
- Restrained. This is the default for falling nets, spiderwebs, and ultra-sticky substances used as traps.
- Stunned. Like Prone, this is best if used immediately before attack. Maybe alchemical stun bombs that inflict this for a number of turns.