Thaumatech Traps

==Level 3 Traps==
*Arcane Snare: Set a snare that, when triggered, requires the target to make a Dexterity saving throw or be Restrained (Condition). The target may use its action to make a Strength check against your spell save DC to free itself.
*Shock Tripwire: You place a tripwire that delivers an electric shock when triggered, dealing 1d8 lightning damage and possibly Stunning the target until the end of its next turn if it fails a Constitution saving throw.
*Glitter Dust Bomb: As a reaction to being approached or attacked you may rope-throw this trap which releases a cloud of reflective dust, forcing a Dexterity saving throw. On a failure, the target is Blinded (Condition) until it spends an action to clear the dust.
*Mystic Mire: You place a trap that, when triggered, turns the ground in a 10-foot radius into difficult terrain for 1 minute. A creature entering the area for the first time on a turn or starting its turn there must succeed on a Dexterity saving throw or have its speed reduced to 0 until the start of its next turn.
*Echoing Bang: This trap emits a deafening sound when triggered. Creatures within 10 feet must make a Constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much damage on a successful one, and are Deafened (Condition) for 1 minute.
*Phantasmal Alarm: Set an alarm that triggers a loud noise or a mental ping to you (as the alarm spell) when a creature type of your choice enters the area. No action required to trigger.
==Level 7 Traps==
*Silencing Sigil: Set a sigil as an action that Silences the area in a 15-foot radius when triggered. Lasts for 1 minute or until a creature uses its action to make an Intelligence (Investigation) check against your spell save DC to disable it.
*Grasping Vines: You set a trap that causes vines to erupt from the ground in a 20-foot radius. Targets must succeed on a Strength saving throw or be Restrained (Condition). Targets can use their action to make a Strength check against your spell save DC to free themselves.
*Blinding Beacon: This trap emits a brilliant flash of light when activated. Creatures within 15 feet must make a Constitution saving throw or be Blinded (Condition) for 1 minute. A creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
*Entropic Field: You create a trap that distorts reality in a 10-foot radius. When triggered, creatures in the area must succeed on an Intelligence saving throw or take 3d8 psychic damage and be unable to take reactions until the end of their next turn.
*Gravity Well: Upon activation, the trap creates a powerful gravitational pull in a 10-foot radius. All creatures within this area must succeed on a Strength saving throw or be pulled towards the center of the well, becoming Restrained (Condition) and unable to move away from the point of activation for 1 minute. Affected creatures can attempt a new Strength saving throw at the end of each of their turns to break free from the gravitational pull.
*Icy Grasp: This trap causes a burst of freezing energy when triggered. Creatures within a 10-foot radius must make a Constitution saving throw or take 4d6 cold damage and have their speed reduced by half until the end of their next turn.
==Level 11 Traps==
*Ethereal Net: Upon triggering, the net attempts to envelop the target in a lattice of shimmering ethereal strands. The target must make a Dexterity saving throw or be cocooned in the ethereal net, becoming Paralyzed (Condition) for up to 1 minute. While Paralyzed, the creature is suspended in mid-air 5ft high. The creature can make a Constitution saving throw at the end of each of its turns, with a successful save ending the Paralyzed condition.
*Planehopper Roulette: This trap unleashes a pulse of dimensional energy when triggered. Creatures within 20 feet must make a Charisma saving throw or be Banished (Condition) to a random plane of existence for 10 minutes. 
*Magmatic Eruption: This trap causes the ground to erupt in a 15-foot radius. Creatures in the area must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much on a successful one, and the area becomes difficult terrain.
*Ethereal Snare: You place a trap that ensnares a creature in ethereal chains when triggered. The target must make a Wisdom saving throw or become Eclipsed (Condition) for 1 minute. The creature can attempt a Wisdom saving throw at the end of each of its turns to end the effect early. This trap does not affect undead creatures as they are immune to the Eclipsed condition, but it can be triggered by them.
==Level 15 Traps==
*Temporal Stasis Trap: Set a trap that creates a small area of slowed time. When triggered, each creature in the area must make a Wisdom saving throw or have their speed halved, and they can't take reactions. On its turn, it can use either an action or a bonus action, not both.
*Whispering Shadows: This trap is triggered when a creature moves within 15 feet of its hidden mechanism. Upon activation, shadows in the vicinity animate and whisper dark secrets and threats only audible to the target. The target must make a Wisdom saving throw or become Frightened (Condition) for 1 minute as the shadows incessantly murmur unsettling tales. While Frightened by this trap, the creature must use its movement to move away from the source of its fear by the safest available route on each of its turns, and it cannot willingly move to a space within 30 feet of the source of its fear. The creature can make a Wisdom saving throw at the end of each of its turns, with a successful save ending the Frightened condition.
*Arcane Dissonance Field: When a creature comes within 15 feet of its hidden core, this trap unleashes a field of arcane energy that disrupts magical abilities. All creatures within a 20-foot radius must make an Intelligence saving throw or suffer from Disadvantage on spellcasting and using magical abilities for 1 minute. Additionally, any active spells of 3rd level or lower on affected creatures are immediately dispelled. Affected creatures can attempt an Intelligence saving throw at the end of each of their turns, ending the effect early on a success.
*Spectral Labyrinth: Trigger: The trap conjures an illusory but complex maze around the target and adjacent area, covering a 30-foot radius. Creatures caught inside must succeed on a Wisdom saving throw or believe they are lost in an endless maze, effectively Restrained (Condition) as they navigate the illusory pathways. To escape, trapped creatures must use their action each turn to make an Intelligence (Investigation) check against your spell save DC. On a success, they realize the maze is an illusion and are no longer Restrained, effectively "escaping" the maze.
*Mystic Mirage: Activated when a creature enters within 10 feet of the trap's location. Upon activation, the trap creates an intricate network of illusory duplicates of the creature, making it difficult to discern the real one from the mirages. The affected creature must succeed on a Charisma saving throw or become the center of a confusing array of duplicates that last for 1 minute. Attacks against the creature suffer Disadvantage as attackers struggle to identify the true target among the illusions. Additionally, the creature gains Advantage on the first attack roll it makes against a creature that has not yet successfully hit it, as its foes are misled by the mirages. The effect ends early if the creature takes any damage.
==Level 20 Traps==
*Arcane Black Hole: When triggered, this trap creates a gravitational pull for 1 round, forcing each creature within 60 feet to make a Strength saving throw or be pulled 60 feet towards the trap and be knocked Prone as well as taking 15d6 Void damage. The damage is halved if the creature succeeds on the saving throw.
*Celestial Decree: Set a trap that, when triggered, bathes the area in radiant light. Each creature in the area must succeed on a Constitution saving throw or take 15d6 Radiant damage and be blinded until the end of its next turn.
*Stormcaller's Circle: Set a trap that summons a localized storm when triggered. Creatures within 30 feet must make a Dexterity saving throw, taking 20d6 Lightning damage on a failed save, or half as much on a successful one, and are knocked Prone.
*Dimensional Rift: This trap tears open a small rift in space when activated. Creatures within 15 feet must succeed on a Wisdom saving throw or be teleported to a random location within 200 feet determined by the DM.
*Rune of the Leviathan: This trap is activated when a creature disturbs the rune-inscribed area which is a 15-foot radius circle on the ground. Upon activation, a massive ethereal leviathan emerges from the ground, causing a powerful shockwave. All creatures within a 30-foot radius of the trap must make a Strength saving throw. On a failed save, a creature is knocked Prone and is Engulfed by the leviathan, suffering 8d6 cold damage at the start of each of its turns as it's trapped in the spectral beast. On a successful save, a creature takes half damage and is not Engulfed. Engulfed creatures can attempt a Strength (Athletics) or Dexterity (Acrobatics) check as an action on their turn against the trap's save DC to escape the leviathan.
*Rune of Oblivion: This trap triggers when a creature speaks or makes a sound louder than a whisper within 15 feet of the rune. The rune then releases a pulse of erasing energy, forcing all creatures within a 40-foot radius to make an Intelligence saving throw. On a failed save, a creature forgets everything that happened in the last hour and is Incapacitated (Condition) for 1 minute as it struggles to grasp its suddenly missing memories.