Ranger Trap: Pit Trap

Heliana's Guide to Monster Hunting - Part One p. 189

Level
0
Components
M (2 gp of trap-making materials)
Classes
Ranger (Trapper (Legacy)): Traps

Description

Prerequisite: 5th-level ranger; physical

Because of their nature, pit traps are deployed in the space in which they are created as soon as their construction is finished, and can't be moved. After the trap activates, you can spend 1 minute recovering it, allowing it to be used again. You dig a 7-foot-deep hole in dirt, or another diggable surface, in a 5-foot square. You can choose to fill the pit with sharpened stakes, spikes, or any other sharp materials. When a Medium or smaller creature moves into the trapped area, it must make a Dexterity saving throw. On a failure, it falls into the pit, where it lands prone, taking 4d8 piercing damage if the trap is filled with spikes. On a success, it avoids the trap, falling prone in the nearest unoccupied space to the trap. A creature that succeeds on the save by 5 or more doesn't fall prone.