21 Best DND Traps for Devious DMs (With Pictures)

Over the last 30 years, I’ve collected a shortlist of my favorite traps in Dungeons and Dragons (DND). These traps work great for both beginners and more advanced Dungeon Masters.

In this guide, you’ll learn the best and most creative DND traps to enthrall, amaze, and impress your players forever.

What are the best DND traps?

Here Are The 21 Best DND Traps

The best DND Traps match the difficulty and potential danger to the experience level of the player group. DND traps inflict damage, shift attention, and make the game more fun. Unique and creative traps include mechanical, magical, or monster-based traps.

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Stone face on a door - Best DND Traps
I made this image – Best DND Traps

For each of these traps, you’ll get an explanation, tips for how to use it during a game, examples, and a good description of the trap you can use.

These traps can be used for damage, distraction, or dynamics:

  • Damage – Handicap or injure the party
  • Distraction – Slow down or divert attention
  • Dynamics – Fun and excitement

Without further ado, here is the list of the best DND traps for devious DMs.

Trap 1: Magnetic Walls

Magnetic Walls trap players by manipulating the magnetic fields in the room, causing them to become stuck to the walls or ceiling.

Tips for Using this Trap:

  • Use this trap to split up the party or to create a dangerous obstacle course.
  • Provide the players with a way to disarm or bypass the trap, such as by finding a hidden switch or using a non-magnetic object as a shield.
  • Add additional enemies or hazards to make the trap more challenging. For example, a giant rat or spikes.

Introducing the Trap:

As the players move through the dungeon, they hear a low hum in the air.

Suddenly, they feel a strange force pulling them toward the walls. As they try to move, they realize they’re becoming stuck to the walls, ceiling, or floor.

“You’re stuck fast to the magnetic walls!” you say. “What do you do?”

Alternate Ways to Use the Trap:

  • For lower level groups, make the magnetism weaker, so the players can still move, but with a penalty to their speed.
  • For higher-level groups, make the magnetism stronger, causing the players to take damage if they try to pull away.

Trap 2: False Treasure Room

The False Treasure Room is a trap that baits players with the promise of treasure, only to trap them when they try to take it.

Tips for Using this Trap:

  • Use this trap to tempt players with the promise of treasure, but make it clear that it might be too good to be true.
  • Give the players a way to get around the trap, such as by using a detect magic spell to reveal the illusion.
  • Increase the challenge of this trap with added hazards or enemies. Perhaps you can add an acid-spewing ooze in the trapped room or a slowly crumbling floor like in a video game.

Introducing the Trap:

As the players enter the room, they see a glittering pile of treasure in the center.

“You see a pile of gold and jewels, sparkling in the light,” you say. “It looks too good to be true.” When the players approach the treasure, they trigger the trap and become trapped.

“The treasure was just an illusion,” you say. “Now you’re stuck in the room. What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the illusion weaker, so it’s easier to see through.
  • For higher-level groups, make the illusion stronger, so it’s harder to see through.

Trap 3: Haunted Armor

Haunted Armor
I made this image – Best DND Traps

Haunted Armor is a trap that comes to life, attacking players who get too close.

Tips for Using this Trap:

  • Use this trap to guard a specific area or treasure.
  • Make the armor difficult to destroy, but give players a way to disable it, such as by removing the curse that animates it.
  • Make the trap more difficult with enemy creatures or obstacles. Perhaps an obstructed escape or rapidly burning fire encroaching on the players.

Introducing the Trap:

As the players enter the room, they see a suit of armor standing in the corner.

“You see a suit of armor, standing ominously in the corner,” you say. When the players approach the armor, it suddenly comes to life and attacks.

“The armor springs to life, swinging its sword at you,” you say. “What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the armor weaker or easier to destroy.
  • For higher-level groups, make the armor stronger, giving it additional abilities or powers.

Trap 4: Giant Rolling Boulder

The Giant Rolling Boulder is a trap that sends a massive boulder rolling down a narrow passage, forcing players to dodge or be crushed.

Tips for Using this Trap:

  • Use this trap to create a high-stakes chase scene or to add a sense of urgency to a time-sensitive challenge.
  • Include additional hazards (pits to leap) or enemies to make the trap more challenging (skeletons).
  • Give players a way to bypass the trap, such as by finding a hidden switch to divert the boulder’s path.

Introducing the Trap:

As the players move through the dungeon, they come to a narrow passage with a boulder at the top.

“You see a massive boulder at the top of the passage,” you say.

“Suddenly, it starts to roll down the passage towards you. You’ll need to dodge out of the way or be crushed. What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the boulder smaller and slower.
  • For higher-level groups, make the boulder larger and faster, and add additional obstacles for the players to navigate.

Trap 5: Anti-Gravity Room

The Anti-Gravity Room is a trap that negates gravity, causing players to float helplessly in the air.

Tips for Using this Trap:

  • Use this trap to create a challenging puzzle or to add a sense of disorientation to the adventure.
  • Give players a way to bypass the trap, such as by finding a switch to restore gravity.
  • You can put a time limit on the trap so that players automatically fall to the ground after 1, 3, or 5 minutes of gameplay.

Introducing the Trap:

As the players enter the room, they feel a strange sensation, as if gravity has been reversed.

“You suddenly feel weightless, as if gravity has been turned off,” you say. “You’re floating helplessly in the air. What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the anti-gravity effect weaker, so the players can still move, but with a penalty to their speed.
  • For higher-level groups, make the anti-gravity effect stronger, causing the players to take damage if they fall too far.

Trap 6: Riddle Door

The Riddle Door is a trap that requires players to solve a riddle or puzzle to pass.

Tips for Using this Trap:

  • Use this trap to add a challenge to a dungeon or to create a sense of mystery and intrigue.
  • Make the riddle or puzzle difficult but not impossible, and give players a way to get a hint or clue if they’re stuck.
  • You can make the trap more interesting by adding a stone or wooden face with a sarcastic, taunting personality.

Introducing the Trap:

As the players approach the door, they see a riddle inscribed on the stone.

“You see a riddle inscribed on the door,” you say.

“To pass, you must solve the riddle. Here it is…” (read the riddle). “What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the riddle or puzzle easier to solve.
  • For higher-level groups, make the riddle or puzzle more complex, and add additional elements to the challenge, such as a time limit or penalties for wrong answers.

Trap 7: Room Full of Mimics

The Room Full of Mimics is a trap that fills a room with objects that come to life and attack players.

Tips for Using this Trap:

  • Use this trap to guard a specific area or treasure or to create a sense of paranoia and suspicion.
  • Make the mimics difficult to identify, but give players a way to tell them apart from real objects.
  • Use the most simple or hilarious items in the room as mimics for more entertainment value.

Introducing the Trap:

As the players enter the room, they see a collection of objects, from chests to chairs, scattered throughout.

“The room is full of objects,” you say.

“But as you move closer, they all come to life and attack. You’re surrounded by mimics! What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the mimics weaker or easier to destroy.
  • For higher-level groups, make the mimics stronger or give them additional abilities, such as the ability to go invisible or grow in size.

Trap 8: Crystal Shards

Crystal Shards is a trap that shoots sharp fragments of crystal at players.

Tips for Using this Trap:

  • Use this trap to create a high-stakes chase scene or to add a sense of danger to a time-sensitive challenge.
  • Make the crystal shards difficult to dodge, but give players a way to disable the trap, such as by blocking the crystals with a shield.
  • Players can make a Dexterity Check to escape most or all of the crystal shards.

Introducing the Trap:

As the players move through the dungeon, they hear a whistling sound in the air.

Suddenly, sharp fragments of crystal shoot out from the walls.

“A shower of crystal shards,” you say. “They’re sharp and dangerous. What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the crystal shards less frequent or less powerful.
  • For higher-level groups, make the crystal shards more frequent or more powerful, and add additional obstacles for the players to dodge.

Trap 9: False Floor

The False Floor is a trap that gives way beneath players, dropping them into a pit or other hazard.

Tips for Using this Trap:

  • Use this trap to create a sense of paranoia and suspicion, or to add a unique challenge to the adventure.
  • Make the false floor difficult to identify, but give players a way to test the ground before stepping.
  • Players can roll a Dexterity Check or use other abilities or spells to slow/stop their fall.

Introducing the Trap:

As the players move through the dungeon, they hear a creaking sound beneath their feet.

Suddenly, the floor gives way and they fall into a pit.

“The floor collapses beneath you,” you say. “You’re falling into a pit. What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the pit less deep or less dangerous.
  • For higher-level groups, make the pit deeper or more dangerous, and add additional hazards such as pit spikes.

Trap 10: Fire Room

The Fire Room is a trap that fills a room with flames, burning players who can’t find a way to escape.

Tips for Using this Trap:

  • Use this trap to create a sense of urgency or to add a time-sensitive challenge to the adventure.
  • Make the flames difficult to extinguish, but give players a way to bypass the trap, such as by finding a hidden switch to turn off the flames.
  • Add additional hazards or enemies to make the trap more challenging.

Introducing the Trap:

As the players enter the room, they see flames shooting up from the floor, walls, and ceiling.

“You’re in a room full of fire,” you say.

“The flames are hot and dangerous. What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the flames less intense or less frequent.
  • For higher-level groups, make the flames more intense or more frequent.

Trap 11: Time Warp Room

The Time Warp Room is a trap that sends players forward or backward in time, creating a unique challenge.

Tips for Using this Trap:

  • Use this trap to add a unique challenge to the adventure, or to create a sense of disorientation and confusion.
  • Make the time warp difficult to predict, but give players a way to bypass the trap, such as by finding a hidden switch to reset time.
  • One cool extra element you can add is to mention “flashbacks” from other adventures or campaigns.

Introducing the Trap:

As the players move through the dungeon, they suddenly feel disoriented.

“You feel like you’re in a dream,” you say.

“Everything around you seems to shift and change. You’re not sure if you’re moving forward or backward in time. What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the time warp shorter or less frequent.
  • For higher-level groups, make the time warp longer or more frequent.

Trap 12: Crushing Ceiling

The Crushing Ceiling is a trap that slowly lowers a ceiling onto players, crushing them if they don’t find a way to escape.

Tips for Using this Trap:

  • Use this trap to generate a sense of urgency or to add a deadline challenge to the adventure.
  • Make the ceiling difficult to raise or stop, but give players a way to bypass the trap, such as by finding a hidden switch to reset the mechanism.
  • A super strong character (or object, such as a magical spear) might be able to stop or slow the ceiling.

Introducing the Trap:

As the players move through the dungeon, they hear a rumbling sound above them.

“You look up and see the ceiling slowly lowering towards you,” you say. “It’s crushing everything in its path. What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the ceiling lower more slowly or less frequently.
  • For higher-level groups, make the ceiling lower more quickly or more frequently.

Trap 13: Net Trap

The Net Trap is a simple trap that drops a net on players, immobilizing them.

Tips for Using this Trap:

  • Use this trap to capture players or to add a sense of danger to the adventure.
  • Make the net difficult to escape, but give players a way to cut or tear the net.
  • For extra fear, mention noises and sounds nearby that could mean approaching enemies.

Introducing the Trap:

As the players move through the dungeon, they suddenly feel something heavy fall on them.

“You’re caught in a net,” you say.

“You’re immobilized and can’t move. What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the net less strong or less difficult to escape.
  • For higher-level groups, make the net stronger or stickier.

Trap 14: Illusory Wall

The Illusory Wall is a trap that appears to be a solid barrier but is actually an illusion that can be easily passed through.

Tips for Using this Trap:

  • Use this trap to create a sense of mystery or to add a unique challenge to the adventure.
  • Make the illusion hard to detect, but give players a way to get past the trap, such as by finding a hidden switch to deactivate the illusion.
  • You can add a series of these illusionary walls to make a maze.

Introducing the Trap:

As the players approach the end of the hallway, they see a wall blocking their path.

“There’s a wall in front of you,” you say.

“It looks solid, but as you get closer, you notice something strange. What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the illusion easier to detect or less challenging to bypass.
  • For higher-level groups, make the illusion harder to detect or more challenging to bypass.

Trap 15: Invisible Bridge

The Invisible Bridge is a trap that appears to be a solid bridge, but is actually invisible, causing players to fall to their doom.

Tips for Using this Trap:

  • Use this trap to create a sense of awe, danger, or no way to escape.
  • You can always provide clues or hints that an invisible bridge is there.
  • The deeper the trench below the bridge, the scarier the trap.

Introducing the Trap:

As the players approach the chasm, they see a bridge spanning the gap.

“You see a bridge,” you say. “It looks solid, but as you step onto it, you realize that it’s not there. What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the invisible bridge more visible or less dangerous to fall off of.
  • For higher-level groups, make the invisible bridge harder to detect or more dangerous to fall off of.

Trap 16: Pressure Plate

Pressure Plate Trap
I made this image – Best DND Traps

The Pressure Plate is a classic trap that triggers when players step on it, releasing a variety of hazards or enemies.

Tips for Using this Trap:

  • Use this trap to create tension and suspense as the players move through a dungeon or maze.
  • Give the players a chance to notice the pressure plates before they trigger the trap, such as by making them visible or providing clues about their existence.
  • You can also use this trap as a way to create a puzzle or riddle that the players need to solve in order to disarm or bypass the trap.

Introducing the Trap:

As the players step onto the pressure plate, they hear a click.

“You’ve stepped on a pressure plate,” you say. “Something’s been triggered. What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the pressure plate less dangerous or less frequent.
  • For higher-level groups, make the pressure plate more dangerous or more frequent.

Trap 17: Poison Gas

Poison gas traps are triggered by a pressure plate or a tripwire, releasing a cloud of poisonous gas in the area.

Tips for Using this Trap:

  • Use this trap to force the players to think quickly and strategically, as they must find a way to escape before the poison takes its toll.
  • Give the players a chance to find a way to neutralize or dispel the gas, such as by finding an antidote or a way to create a counteracting potion.
  • You can add a series of these traps throughout a dungeon, forcing players to be more careful in their exploration and testing their trap detection skills.

Introducing the Trap:

As the players move through the room, they step on a pressure plate, triggering a loud hissing sound.

Suddenly, a cloud of green gas fills the room.

“You hear a hissing sound, and then the room starts filling up with green gas,” you say. “What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, use a less potent poison or give the players more time to escape the area.
  • For higher-level groups, add secondary traps or obstacles that make it harder for the players to escape the gas, such as a blocked exit or a locked door.

Trap 18: Mystery Maze

The mystery maze traps players in a labyrinth of twisting passages, all alike.

Tips for Using this Trap:

  • Use this trap to disorient and confuse players, forcing them to work together to find their way out.
  • Give the players a chance to use their skills and creativity to find a way out, such as by solving puzzles or using magic to teleport.
  • You can add a series of challenges within the maze, such as traps, obstacles, or hidden rooms, to make the exploration more rewarding.

Introducing the Trap:

As the players enter the room, they see a seemingly endless labyrinth of passages, each one leading to a dead end.

“You enter a room filled with twisting passages, all alike,” you say. “What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the maze simpler and easier to navigate, with fewer dead ends and more clues to help players find their way.
  • For higher-level groups, make the maze more complex and challenging, with more traps, illusions, and teleportation effects.

Trap 19: Slippery Surface

Slippery Floor Trap
I made this image – Best DND Traps

The slippery surface trap is triggered by a tripwire, causing the floor to become slick with oil or grease. You can also just make a sloping surface slippery.

Tips for Using this Trap:

  • Use this trap to create a challenging obstacle that requires players to use their acrobatics or athletics skills to stay on their feet.
  • Give the players a chance to find a way to counteract the slick surface, such as by finding a way to clean or dry the area.
  • You can add a chain of these traps throughout a dungeon (level surface, upslope, downslope) forcing players to be more careful in their movement and testing their balance and coordination.

Introducing the Trap:

As the players move through the room, they trigger a tripwire, causing the floor to become slick with oil or grease.

“As you step on the tripwire, you hear a faint click, and suddenly the floor becomes slick with oil,” you say.

“What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, make the slippery surface less slick, with a lower penalty to movement and balance.
  • For higher-level groups, make the slippery surface more treacherous, with more difficult terrain and penalties for failed checks.

Trap 20: Monster Chute

The Monster Chute trap is a classic DND trap that involves disarming an obvious trap only to have a monster fall through a hidden chute in the ceiling.

Tips for Using this Trap:

  • Use this trap to catch players off guard, especially if they think they’ve disarmed the trap.
  • Give the players a way to avoid or mitigate the damage caused by the falling monster, such as by warning them of the trap or providing a soft landing for the monster.
  • You can also use this trap as a way to introduce a new enemy or monster to the adventure.

Introducing the Trap:

As the players move through the dungeon, they come across a suspicious animal trap on the ground.

As they investigate, they realize it’s a trap and work to disarm it.

“As you’re disarming the trap, you hear a faint growling noise above you,” you say.

“Before you can react, a massive [monster] falls through a hidden chute in the ceiling and lands right next to you! What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, use a weaker or smaller monster, so the players have a chance of defeating it.
  • For higher-level groups, use a stronger or larger monster, so the players feel challenged and on edge.

Trap 21: Explosive Runes

The Explosive Runes trap is a dangerous trap that involves triggering magical runes that cause an explosion, dealing damage to anyone nearby.

Tips for Using this Trap:

  • Use this trap to guard important treasures or objects that the players might want to steal.
  • Give the players a chance to notice the runes before they trigger the trap, such as by making them visible or providing clues about their existence.
  • You can also use this trap as a way to introduce a puzzle or riddle that the players need to solve in order to disarm the trap.

Introducing the Trap:

As the players move through the dungeon, they come across a strange set of runes etched into the floor or wall.

“As you approach the runes, you feel a sense of danger,” you say.

“Suddenly, the runes light up, and you hear a loud explosion! Everyone within 20 feet must make a Dexterity Roll or take [X] damage. What do you do?”

Alternate Ways to Use the Trap:

  • For lower-level groups, use a weaker explosive rune or reduce the damage it deals to the players.
  • For higher-level groups, use a more powerful explosive rune or make it more difficult to disarm or avoid. You can also add a secondary effect to the explosion, such as knocking the players prone or blinding them temporarily.

Here is a good video with their version of the best DND traps:

YouTube Video by TheD&DLogs – Best DND Traps

Best DND Traps By Player Level

To put this all together, I made a chart to help you choose the perfect DND trap for your players.

By using the chart, you’ll be able to match the best DND traps to:

  • The level of your players
  • The unruliness of your players

Honestly, this chart has been an amazing help in my games. I hope it helps you just as much:

TrapBeginner PlayersExperienced Players
Magnetic Walls
False Treasure Room
Haunted Armor
Giant Rolling Boulder
Anti-Gravity Room
Riddle Door
Room Full of Mimics
Crystal Shards
False Floor
Fire Room
Time Warp Room
Crushing Ceiling
Net Trap
Illusory Wall
Invisible Bridge
Pressure Plate
Poison Gas
Mystery Maze
Slippery Surface
Monster Chute
Explosive Runes
Chart: Best DND Traps

Notes:

  • Beginner players are new to DND and may need simpler traps to understand and overcome.
  • Experienced players are more familiar with DND and may require more challenging and complex traps to keep the game interesting.
  • One idea I really like is to create a “SAW” movie-esque dungeon with traps like the “Eye Opener” and “Retrieve Key Inside a Corpse.”

Final Thoughts: Best DND Traps

The level of player unruliness can also affect which traps to use, as more unruly players may require traps with higher consequences or more dangerous hazards.

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