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22 lines
1.4 KiB
Markdown
22 lines
1.4 KiB
Markdown
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---
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obsidianUIMode: preview
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cssclasses: json5e-hazard
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tags:
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- compendium/src/5e/dmg
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- hazard/mech
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aliases: ["Collapsing Roof"]
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---
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# Collapsing Roof
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*Mechanical Trap*
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This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.
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The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using [thieves' tools](compendium/items/thieves-tools.md) disables the trip wire harmlessly. A character without [thieves' tools](compendium/items/thieves-tools.md) can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
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Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.
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The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.
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When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (`4d10`) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.
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*Source: SRD / Basic Rules*
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